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Metaverse and Immersive

Technologies: An Introduction to
Industrial, Business and Social
Applications Chandrashekhar A
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Metaverse and Immersive
Technologies
Scrivener Publishing
100 Cummings Center, Suite 541J
Beverly, MA 01915-6106

Industry 5.0 Transformation Applications

Series Editor: Dr. S. Balamurugan and Dr. Sheng-Lung Peng

Scope: The increase in technological advancements in the areas of artificial intelligence (AI),
machine learning (ML) and data analytics has led to the next industrial revolution, “Industry
5.0”. The transformation to Industry 5.0 collaborates human intelligence with machines to
customize efficient solutions. This book series aims to cover various subjects under promising
application areas of Industry 5.0 such as smart manufacturing, green ecology, digital
medicine, supply chain management, smart textiles, intelligent traffic, innovation ecosystem,
cloud manufacturing, digital marketing, real-time productivity optimization, augmented
reality and virtual reality, smart energy consumption, predictive maintenance, smart additive
manufacturing, hyper customization and cyber physical cognitive systems. The book series
will also cover titles supporting technologies for promoting potential applications of Industry
5.0, such as collaborative robots (Cobots), edge computing, Internet of Everything, big data
analytics, digital twins, 6G and beyond, blockchain, quantum computing and hyper
intelligent networks. .

Publishers at Scrivener
Martin Scrivener (martin@scrivenerpublishing.com)
Phillip Carmical (pcarmical@scrivenerpublishing.com)
Metaverse and Immersive
Technologies

An Introduction to Industrial,
Business and Social Applications

Edited by
Chandrashekhar A, Shaik Himam Saheb,
Sandeep Kumar Panda
ICFAI Foundation for Higher Education, Hyderabad, Telangana, India
S. Balamurugan
Albert Einstein Engineering and Research Labs
Coimbatore, Tamilnadu, India
and
Sheng-Lung Peng
Department of Creative Technologies and Product Design
National Taipei University of Business, Taiwan
This edition first published 2023 by John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, USA
and Scrivener Publishing LLC, 100 Cummings Center, Suite 541J, Beverly, MA 01915, USA
© 2023 Scrivener Publishing LLC
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Library of Congress Cataloging-in-Publication Data

ISBN 978-1-394-17454-6

Cover image: Pixabay.Com


Cover design by Russell Richardson

Set in size of 11pt and Minion Pro by Manila Typesetting Company, Makati, Philippines

Printed in the USA

10 9 8 7 6 5 4 3 2 1
Dedication
Dedicated to my sisters Susmita, Sujata, Bhaina and Sukanta; nephew
Surya Datta; wife Itishree (Leena); my son Jay Jagdish (Omm); and Late
father Jaya Gopal Panda, and Late mother Pranati Panda.

Sandeep Kumar Panda

v
Contents

Preface xxi
Acknowledgment xxv
1 Metaverse: A Study on Immersive Technologies 1
Dileep Kumar Murala and Sandeep Kumar Panda
1.1 Introduction 2
1.1.1 The Emergence of the Metaverse 2
1.1.2 Core Attributes of a Metaverse 2
1.1.3 Key Features of Metaverse 3
1.1.4 Layers of Metaverse 6
1.1.5 Look into the Metaverse Technologies 10
1.1.6 Six Characteristics of the Metaverse 13
1.1.7 Accessing the Metaverse 14
1.1.8 What Can We Do in the Metaverse? 14
1.1.9 Applications of Metaverse 15
1.2 Related Works and Contributions 16
1.3 The Metaverse Architecture, Developments, and Tools 18
1.3.1 Architecture and Definition 18
1.3.2 Present-Day Developments 22
1.3.3 Instruments, Frameworks, and Platforms 25
1.3.4 Lessons Discovered 26
1.4 Advantages and Disadvantages of Metaverse 28
1.4.1 Advantages of Metaverse 28
1.4.2 Disadvantages of Metaverse 30
1.5 The Metaverse Challenges and Countermeasures 32
1.6 Future Research Directions 32
Conclusion and Future Directions 35
References 36

vii
viii Contents

2 Metaverse and Blockchain 43


Vaishnavi Raj. K.A., Shresta Rongali, Bathula Jaya Teja
and Shaik Himam Saheb
2.1 Introduction 44
2.1.1 Types of Blockchains 44
2.2 Preparatories of Blockchain 45
2.2.1 Consensus Protocols 45
2.2.2 Blockchain Through Generations 47
2.3 Technical Understanding of Blockchain 48
2.3.1 Block Header 48
2.3.2 List of Transactions 49
2.4 Advanced Applications of Blockchain in Various Sectors 50
2.4.1 Blockchain and Web of Things (IoT) 51
2.4.2 Blockchain and Artificial Intelligence (AI) 52
2.5 Web3 Technology 52
2.5.1 Web 1.0: Study 52
2.5.2 Web 2.0: Read, Write 53
2.5.3 Web 3.0: Read, Write, Own 54
2.5.4 Web3 Gaming 54
2.6 Metaverse and Blockchain Technology 55
2.6.1 Blockchain Technology and Metaverse 57
2.6.2 Blockchain for IoT in the Metaverse 58
2.6.3 Blockchain for Digital Twins in the Metaverse 58
2.7 Augmented Reality, Virtual Reality, and Mixed Reality 59
2.7.1 Holographic Telepresence on the Blockchain
and Other XR Applications in the Metaverse 60
2.8 The Metaverse Projects 62
2.8.1 Decentraland 62
2.8.2 Axie Infinity 63
2.9 Conclusion 63
References 64
3 Blockchain in the Development of Metaverse 71
Dileep Kumar Murala and Sandeep Kumar Panda
3.1 Introduction 72
3.2 Related Work 73
3.2.1 Blockchain 73
3.2.2 The Metaverse Economic System 74
3.3 Consensus Algorithms for Blockchain 75
3.3.1 Proof-of-Work (PoW) 76
3.3.2 Proof-of-Stake (PoS) 76
Contents ix

3.3.3 Delegated Proof-of-Stake 77


3.3.4 Proof-of-Stake and Authority (PoSA) 77
3.4 Practical Byzantine Fault Tolerance (PBFT) 77
3.5 Blockchain in Metaverse 78
3.5.1 Cryptocurrency for the Metaverse 79
3.5.2 Metaverse Transaction Characteristics 80
3.5.3 A Market in the Metaverse Powered by Blockchain 81
3.5.4 Utilizing Blockchain Validation in the Metaverse 81
3.6 Blockchain Metaverse 82
3.6.1 What Function Does the Blockchain Serve in the
Metaverse? 82
3.6.2 Properties of the Metaverse Enabled by Blockchain 83
3.6.3 Why Blockchain is the Metaverse Core Technology 83
3.7 Obstacles and Unresolved Problems 86
3.7.1 Unresolved Issues in the Metaverse’s Digital Economy 86
3.7.2 Concerns with Blockchain 87
3.7.3 Metaverse Governance 88
3.7.4 Metaverse Applications Powered by Blockchain 88
3.7.5 Metaverse Privacy and Security 88
3.8 What Other Problems in the Metaverse Can Blockchain
Help With? 89
3.8.1 Acquiring Transactional Data 89
3.8.2 Interoperability of Data 89
3.8.3 Data Privacy 90
3.9 Conclusion and Future Research Directions 90
References 91
4 Revolution of the Metaverse and Blockchain Technology 97
Sandeep Kumar Panda
4.1 Introduction 98
4.2 Blockchain 100
4.2.1 Distributed Architecture 103
4.2.2 Tokens 103
4.3 The Metaverse 104
4.3.1 Experience 105
4.3.2 Discovery 105
4.3.3 Creator Economy 105
4.3.4 Spatial Computing 106
4.3.5 Decentralization 106
4.3.6 Human Interface 106
4.3.7 Infrastructure 106
x Contents

4.4 Blockchain-Powered Metaverse 111


4.4.1 What is the Need for Blockchain in the Metaverse? 111
4.5 Overview of Blockchain Use Cases in the Metaverse 116
4.5.1 NFTs 116
4.5.2 Virtual Currencies 117
4.5.3 Sandbox 117
4.5.4 Self-Identity Authentication 118
4.5.5 Digital Real Estate 119
4.6 Conclusion 119
References 120
5 Metaverse: The New Era in Medical Field 127
M. Sreedhar, Shaik Himam Saheb
and Kona Ravi Sandeep Kumar
5.1 Introduction 128
5.1.1 Metaverse in Medical Surgeries 130
5.1.2 Metaverse in Medical Education and Training 130
5.1.3 Metaverse Applications in Pain Diagnosis
and Management 131
5.1.4 Metaverse Applications in Radiology 132
5.1.5 Metaverse Applications in Mental Health 133
5.1.6 Metaverse Applications in Plastic Surgeries
and Cosmetics 134
5.2 Discussion 136
5.2.1 Metaverse Used in the Prevention and Treatment 136
5.2.2 Emerging Digital Techniques 137
5.2.3 Limitations of the Metaverse 138
5.2.4 The Metaverse as Integrated Design Space 139
5.3 Medical Cloud Plus 140
5.3.1 Existing Metaverse Platforms 140
5.3.2 A Space for New Social Communication 140
5.4 The Metaverse’s Benefits and Drawbacks 141
5.4.1 Advantages of Metaverse 141
5.4.2 Disadvantages of Metaverse 142
5.5 Applications of Metaverse in Various Fields 143
5.5.1 Automobile Applications 143
5.5.2 Applications of Metaverse Technologies
in Military Sector 144
5.5.3 Educational Application 144
5.5.4 Manufacturing 144
5.5.5 In Construction Industries 145
Contents xi

5.6 Definition and Clinical Significance of Metaverse


in Medicine 145
5.6.1 Holographic Simulation Diagnosis - Medical
Image Processing 147
5.6.2 Virtual-Real Connection – Human-Machine
Integration 148
5.6.3 Developing the Cardio Verse Application 148
5.6.4 Enhanced Medical Visits 149
5.6.5 Virtual Training for Surgeries and Biomedical
Devices 150
5.6.6 Real-Time Trending Applications of VR and AR
in Mental Health 150
5.6.7 Eating Disorders 150
5.6.8 Possible Extensions of Metaverse Technologies 151
5.6.9 Alzheimer’s Disease Solutions 151
5.7 Conclusions 152
References 152
6 The Role of Immersive Reality (AR/VR/MR/XR) in Metaverse 159
Dileep Kumar Murala and Sandeep Kumar Panda
6.1 Introduction 160
6.1.1 The Drawbacks of 2D Learning Environments 161
6.2 Related Works 161
6.2.1 Summary of the Metaverse 161
6.2.2 Immersive Reality (IR) 162
6.2.3 Features of the Metaverse 166
6.3 VR, AR, and MR’s Responsibilities in the Metaverse 167
6.4 The Contribution of AR/VR to the Metaverse
Development 169
6.4.1 Does Metaverse Need AR/VR? 170
6.4.2 Where Do Virtual Reality and the Metaverse Part? 170
6.4.3 Use Cases for AR/VR in the Metaverse 171
6.4.4 Metaverse Building Blocks 172
6.5 How to Use the Metaverse Right Now 172
6.5.1 Shared Virtual Environments 172
6.5.2 Avatars of Virtual Humans 173
6.5.3 Hardware Equipment 174
6.5.4 XR: Facts and Figures on AR, VR, and the Metaverse 174
6.6 Unresolved Issues 176
6.6.1 The Interaction Issue 176
6.6.2 Computer Problems 177
xii Contents

6.6.3 Moral Concerns 177


6.6.4 Privacy Concerns 178
6.6.5 Cyber-Syndrome 178
6.6.6 Standardization and Compatibility 178
6.7 Application for XR 178
6.7.1 Applications and Exciting Uses of AR/VR/MR 179
6.8 Challenges in the Metaverse 180
6.9 Conclusion and Future Directions 183
References 184
7 Advances in Design and Manufacturing of VR Headset 191
Chandrashekhar Bendigeri and Devaraj E.
7.1 Introduction 192
7.2 Literature Survey 196
7.3 Technically Enriched Advance Computation Technologies 204
7.4 Arc Welding 205
7.5 Virtual Manufacturing 205
7.6 Virtual Reality 206
7.7 Virtual Welding: An Innovation Towards Virtual Reality
for Welding and Training 207
7.8 Virtual Reality Metal Arc Welding System (VRMAWS) 208
7.9 Software’s and Hardware Used in VRMAW 208
7.10 Virtual Design and Manufacturing 210
7.11 Conclusion 212
References 213
8 Augmented Reality in Computer-Aided Design (CAD) 217
Suresh Goka, Syed Quadir Moinuddin,
Ashok Kumar Dewangan, Shaik Himam Saheb
and Barla Madhavi
8.1 Introduction 218
8.2 AR System 220
8.3 Case Studies 222
8.3.1 Concept of Augmented Foam (AF) 225
8.4 Applications 226
8.4.1 In Academics 226
8.4.2 Medical Applications 227
8.5 Conclusions 228
References 229
Contents xiii

9 Metaverse: Post-Pandemic Impact in Education 235


C.V. Suresh Babu and P. Preethi
9.1 Introduction 236
9.2 Background of the Study 237
9.2.1 Statement of the Problem 238
9.3 Significance of the Study 239
9.3.1 Extended Reality (XR) 239
9.3.2 Multisensory Extended Reality 240
9.3.3 Virtual Reality 240
9.3.4 Augmented Reality 241
9.4 Metaverse in Education 242
9.5 Research on Metaverse and Education Systems 243
9.6 Research Questions 249
9.7 Delimitations of the Study 251
9.8 Proposed Methodology 252
9.9 Characteristics of the Metaverse of Virtual Reality
in Education 253
9.10 Modern Social Interaction 253
9.11 Using Virtualization to Produce Innovative Experiences
That Are Highly Immersive 254
9.12 Limitation 254
9.13 Conclusions 254
References 255
10 Inspection of Defects through Corneal Topography
of a Healthy Retina 259
V. V. Vidyasagar
10.1 Introduction 260
10.2 Structure of the Eye 260
10.2.1 Anatomy of Eye 260
10.2.2 Typical Eye: Nature 261
10.2.3 The Internal Area of Eye 261
10.2.3.1 Lens 261
10.2.3.2 Retina 261
10.2.3.3 Aqueous Humor 262
10.2.3.4 Vitreous Humor 262
10.3 Perspective Scale Model of Eye 262
10.3.1 Corneal Topography 262
10.3.2 Indications of Corneal Topography 264
xiv Contents

10.3.3 Corneal Topography Basics 264


10.3.4 Keratoconus 264
10.3.5 Mire 265
10.3.6 Placedo 266
10.3.7 Expected Topography 266
10.3.8 Astigmatism 266
10.4 Extended Reality Metaverse (XR) 267
10.5 Computer-Aided Geometrical Design 268
10.6 Human Eye Ball Model 270
10.7 Keratoconus Characteristic Topographical Patterns 272
10.7.1 Phases of the Corneal Topography 272
10.7.2 Eye-Tracking Instruments for Healthy Retina 273
10.7.3 Analysis of Corneal Asphericity 287
10.8 Conclusion 290
Bibliography 290
11 The Metaverse in Industry and Logistics 295
M. Edwin, M. Saranya Nair and V. A. Nagarajan
11.1 Introduction: Metaverse – State-of-the-Art 296
11.1.1 Metaverse – Scope and Characteristics 297
11.1.2 Aspects of the Metaverse 298
11.1.3 Metaverse – Applications 299
11.1.4 Metaverse in Industry and Logistics 300
11.1.5 Summary 301
11.2 Metaverse as Creative Freedom 301
11.3 Development of Industrial Metaverse 302
11.4 Typical Products/Services in Metaverse 304
11.5 Role of Metaverse in Supply Chain 305
11.5.1 Effective Cooperation Among All Supply
Chain Stages 305
11.5.2 Chain of Custody Transparency 306
11.5.2.1 Manufacturing 306
11.5.2.2 Product Lifecycles 306
11.6 Forecast of the First Application Areas 307
11.6.1 Smart City 307
11.6.2 The Entertainment and Gaming Industries 307
11.6.3 Digital Exhibit, Digital Tourist Industry 307
11.6.4 Education 307
11.6.5 Economy 307
11.6.6 Social 308
Contents xv

11.7 Industrial Metaverse for Remote Manufacturing 308


11.7.1 Industrial Cyber-Physical Metaverse Systems 308
11.8 Impact of Industrial Metaverse in
Manufacturing Industry 309
11.8.1 Increasing the Speed and Safety
of Employee Training 310
11.8.2 Improvements Could be Obtained by Simulations
Before Physical Implementations 310
11.8.3 Utilizing AR/VR for Field Service Personnel
to Maintain Equipment While on the Job 310
11.8.4 Globally Integrated Product Design Collaboration 311
11.8.5 Creating Physical Assets from Digital Concepts
and Incorporating Physical Objects
with Digital Assets 311
11.9 Six Cases of Early Industrial and Commercial
Metaverse Application 311
11.9.1 Product Innovation and Layout 311
11.9.2 Hands-On Training 312
11.9.3 Support and Preparation for Surgery 312
11.9.4 Employee Orientation 312
11.9.5 Virtual Assistance for Hands-On Work 313
11.9.6 Networking, Socializing, and Developing 313
11.10 Issues in Metaverse 314
11.10.1 Communication Issue 314
11.10.2 Computational Issues 314
11.10.3 Ethical Issues 314
11.10.4 Cyber-Syndrome 315
11.11 Challenges of Industrial Metaverse in
Engineering Applications 315
11.12 Metaverse Accelerates Economic Development
for Emerging Economies 316
11.13 The Metaverse in Logistics 316
11.14 Conclusion 319
References 320
12 Augmented Reality Applications in Gaming 325
Rohan Harish, Abhiram Vollala and Shaik Himam Saheb
12.1 Introduction 326
12.2 Augmented Reality Technology 326
12.3 History of AR 327
xvi Contents

12.4 Types of Augmented Reality 327


12.4.1 Marker-Based Augmented Reality 327
12.4.2 Marker-Less Augmented Reality 328
12.4.3 Projection-Based Augmented Reality 330
12.4.4 Superimposition-Based Augmented Reality 330
12.5 Types of AR 331
12.6 Monitor-Based 331
12.6.1 Working Principle 331
12.7 Virtual Reality vs. Augmented Reality 332
12.7.1 Advantages of Augmented Reality 332
12.7.2 Disadvantages of Augmented Reality 333
12.8 Issues in Augmented Reality 333
12.9 Applications of Augmented Reality 333
12.9.1 Presentation 333
12.9.2 Entertainment 333
12.9.3 Weather Report 335
12.9.4 Virtual Studio 335
12.9.5 Movie Special Effects 336
12.10 Advertisement 337
12.11 Simulations 337
12.11.1 Driving 337
12.11.2 Flying 338
12.12 Navigation 338
12.13 Unity3D 340
12.14 CAD 340
12.15 Video Fames 340
12.16 Theme Park 340
12.17 Introduction of Unity3D 341
12.18 About Augmented Reality Based on Unity3D 342
12.19 The Main Technical Problem 342
12.20 Conclusion 343
References 344
13 Real-Time Applications of Virtual Reality 349
R. Pranith, Kavali Maruthi and Shaik Himam Saheb
13.1 Introduction 349
13.2 History of VR 350
13.3 Virtual Reality (VR) 353
13.3.1 Types of VR 353
13.3.2 Three Types of Headsets 353
13.4 Uses of VR in Different Industrial Sectors 354
Contents xvii

13.5 VR in Gaming 355


13.5.1 Benefits of VR in Gaming 355
13.5.2 Types of VR Games 356
13.6 Benefits of VR in the Gaming Industry 356
13.7 VR Technology for Business and Game Development 357
13.8 Global Virtual Reality (VR) 357
13.9 VR in the Indian Business Market 359
13.10 Virtual Reality Technology 359
13.11 Virtual Reality (VR) in Unity 364
13.11.1 Build Immersive VR Experiences 364
13.11.2 VR Tools in Unity 365
13.11.3 Create with VR 367
13.12 VR (Virtual Reality) Games 367
13.12.1 Other Famous VR Games 372
13.13 Conclusion 373
References 374
14 Real-Time Applications of Mixed Reality 379
Sri Ganesh, Ram Pavan Reddy and Shaik Himam Saheb
14.1 Introduction 379
14.1.1 Basics 381
14.1.2 Applications 381
14.2 Technical Challenges 383
14.2.1 Displays 383
14.2.2 Head-Mounted Displays 383
14.2.3 Handheld Displays 384
14.2.4 Ambient Projectors 386
14.2.5 Handheld Projectors 386
14.2.6 Global Positioning System 387
14.3 Mixed Reality Research in Switzerland 388
14.4 Current Challenges and Trends 391
14.5 Peek into the Future 392
14.6 Hologram Lens 393
14.6.1 Light 394
14.6.2 Sound 395
14.7 Pros and Cons of Mixed Reality 395
14.7.1 Advantages of MR 395
14.7.2 Disadvantages of MR 395
14.8 Architecture of MR Systems 396
14.9 Unity Development for VR and Windows Mixed Reality 397
14.9.1 What is Unity? 397
xviii Contents

14.9.2 Getting Started 397


14.9.3 Core Building Blocks 398
14.9.4 Advanced Features 398
14.10 Future Research 398
14.11 Conclusion 400
References 400
15 Artificial Intelligence in the Development of Metaverse 407
Dileep Kumar Murala and Sandeep Kumar Panda
15.1 Introduction 408
15.2 Related Works 408
15.2.1 Artificial Intelligence (AI) 408
15.2.2 Metaverse 409
15.2.3 Roles of AI in the Metaverse 409
15.2.4 Importance of AI in the Metaverse 411
15.3 Artificial Intelligence 413
15.3.1 The Digital Twin that is Automatic 414
15.3.2 Computerized Intermediary 415
15.3.3 The Autonomy of the Avatar 417
15.3.4 How Can AI Make Augmented Reality
and Virtual Reality More Immersive? 417
15.4 Artificial Intelligence for the Metaverse:
A Focus on Technical Aspects 419
15.4.1 Natural Language Processing (NLP) 419
15.4.2 Machine Vision 421
15.4.3 Blockchain 422
15.4.4 Networking 422
15.4.5 Digital Twins (DT) 423
15.4.6 Neural Interface 423
15.5 Artificial Intelligence for the Metaverse:
Application Aspect 424
15.5.1 Healthcare 424
15.5.2 Manufacturing 424
15.5.3 Intelligent Cities 425
15.5.4 Gaming 426
15.5.5 Other Potential Applications 427
15.6 The Metaverse’s Artificial Intelligence Future 429
15.7 Conclusion and Future Directions 430
References 430
Contents xix

16 The Internet of Things in Developing Metaverse 437


Dileep Kumar Murala and Sandeep Kumar Panda
16.1 Introduction 438
16.1.1 Internet of Things (IoT) 438
16.1.2 Characteristics of the Internet of Things 439
16.1.3 Metaverse 441
16.1.4 Applications of Metaverse 441
16.2 Related Works 442
16.2.1 Metaverse and its Architecture 442
16.2.2 Digital Twins (DTs) in the Age of the Metaverse 443
16.3 The Connection Between the Metaverse
and the Internet of Things 444
16.3.1 What Does “IoT plus Metaverse” Stand For? 445
16.3.2 Why Will the Convergence of the Internet
of Things and the Metaverse be Important? 446
16.3.3 What Do You Think the Internet of Things
Will be Responsible for in the Metaverse? 447
16.3.4 How Important is Metaverse Data Collection
and Data? 447
16.3.5 How Can the Internet of Things Connect the
Metaverse to Devices that Exist in the Actual
World? Why Should We Care About This? 447
16.3.6 The Internet of Things and the Metaverse:
How Will They Complement One Another? 448
16.4 The Importance of Metaverse in the IoT 451
16.5 IoT’s Contribution to the Creation of the Metaverse 454
16.6 Applications, Advantages and Challenges
of IoT-Based Metaverse 455
16.6.1 IoT-Based Metaverse Applications 455
16.6.2 Advantages of Using IoT in Metaverse 456
16.6.3 Challenges of Using IoT in the Metaverse 457
16.7 Conclusion 458
References 460
Index 467
Preface

The 1990s brought the proliferation of the internet throughout the world.
Researchers developed various computer-mediated virtual environments
including social networks, video conferencing, virtual 3D worlds, aug-
mented reality applications, and Non-Fungible Token games. The term
‘metaverse’ has been coined to encompass the digital transformation in
every aspect of our physical lives. At the core of the metaverse is the vision
of an immersive internet as a gigantic, unified, persistent, and shared
realm. While metaverse may seem futuristic, it is catalyzed by emerging
technologies, such as extended reality, human-computer interaction, arti-
ficial intelligence, blockchain, computer vision, IoT and robotics, edge and
cloud computing, and future mobile networks. In terms of applications,
the metaverse ecosystem allows human users to live and play within a
self-sustaining, persistent, and shared realm. The metaverse is a virtual and
visual world that combines physical and digital experiences. At present, the
development and implementation of the metaverse is in the nascent stage
and lacks a framework for visual construction and scrutiny. Therefore, this
book offers a 360-degree exploration of the metaverse, with a focus on ava-
tars, content creation, virtual economy, social acceptability, security, pri-
vacy, trust, and accountability.
This book provides a thorough explanation of how the technology
behind metaverse and other virtual reality is changing the world. The
primary objective is to present the revolutionary innovation of the 21st
Century—the metaverse—and exhibit its wide range of applications in dif-
ferent domains. Although blockchain and VR/AR were the first popularly
known applications of the metaverse, several other applications also exist.
While some still believe the metaverse is overhyped, in reality, it is trans-
forming almost every industry—healthcare, 3D, 4D, industry, game indus-
try, business management, artificial intelligence, and IoT, just to name a
few.

xxi
xxii Preface

This technological breakthrough not only paved the way for virtual real-
ity, but provides useful solutions for other areas of technology. The unique
nature of the technology, which is a single, shared, immersive, persistent,
3D virtual space where humans experience life in ways not possible in
the physical world, makes it suitable for all real-world applications. The
technology has great potential to transform business, and companies are
already in the race for different product offerings.
The book is organized to cover all aspects of the metaverse, including
its fundamentals, features, working principles, and application in different
sectors.
Chapter 1 presents an in-depth analysis of the technologies used in the
metaverse and provides a solid foundation from which to further study
this fascinating field. Specifically, the chapter presents the fundamental
characteristics of a novel-distributed metaverse architecture in terms of
ternary-world interactions. The benefits and drawbacks of the metaverse
are explored, along with the current pressing problems faced by metaverse
systems and their most cutting-edge solutions. Finally, the chapter pro-
poses new avenues for the study of metaverse system developments.
Chapter 2 investigates the expected utilization of blockchain innovation
in the metaverse, explicitly in the spaces of AR, VR, and MR. The special-
ized parts that utilize blockchain in these virtual conditions are examined,
including how it tends to be leveraged to get client data and works with
exchanges inside the virtual world. Also analyzed are the difficulties and
amazing possibilities that come from coordinating blockchain innovation
in the metaverse, like issues of versatility, interoperability, and reception.
Also discussed is the potential for future development and the latest head-
way in the combination of blockchain innovation with the metaverse, as
well as likely roads for additional examination in this field.
Chapter 3 provides basic information about blockchain, its consensus
algorithms, its usage and problems in the metaverse, how it can used for
solving metaverse issues, and future directions.
Chapter 4 describes how the metaverse relies upon blockchain tech-
nology and its components, such as data acquisition, data interoperability,
data storage, privacy, and security.
Chapter 5 provides a clear understanding about the usage of the
metaverse in healthcare industries and day to day healthcare applications.
The metaverse is important in many healthcare innovations, for example
the ophthalmology spectacle frame selection is easier in online applica-
tions because the lenskart uses metaverse technologies.
Chapter 6 discusses many topics related to the metaverse, including its
characteristics and immersive reality, the functions of VR, AR, and MR,
Preface xxiii

why extended reality serves as its foundation, how to access it now, open
issues, the creation of apps, obstacles, and its advantages over 2D learning
settings. Finally, the chapter suggests a future research agenda that will be
helpful to academics, industry experts, and decision-makers alike.
Chapter 7 explains how VRMAW is a one-of-a-kind, cutting-edge weld-
ing solution that promotes digital technology for teaching inexperienced
welders. It outlines how to use metal arc welding while also being cost-­
effective, environmentally friendly, and clean.
Chapter 8 thoroughly explores the potential of creating 3D parametric
computer-aided models using the AR technique.
Chapter 9 introduces a metaverse-based platform that was designed
with the online education ecosystem in mind. This platform shows that
online teaching and educational activities can be performed within the
immersive metaverse, as well as holistic educational activities like learning,
communication, and empathy.
Chapter 10 pertains to eye diseases, Keratoconus, and the use of corneal
topography to inspect for various defects in the eye.
Chapter 11 addresses the latest findings of a study on the possible uses
of the metaverse in the industrial sector, and the significance of applying it
to the industrial supply chain.
Chapter 12 clearly describes various applications of augmented reality
in multiple domains, including gaming, construction, tourism, and many
more.
Chapter 13 expresses the importance of virtual reality (VR) in vari-
ous manufacturing industries. VR is a powerful invention and interactive
technology that significantly impacts our lives. Often known as immersive
multimedia, VR replicates a physical presence for the audience in both the
real and virtual worlds.
Chapter 14 explores the exciting world of mixed reality (MR). MR
combines elements of both virtual and augmented reality to create a truly
immersive and interactive experience. The chapter discusses the tech-
nologies used in MR, its current applications in multiple industries (e.g.,
entertainment and education), and its potential for future developments in
fields such as healthcare and manufacturing.
Chapter 15 provides basic information about the technical aspects of
artificial intelligence (AI), its role and importance in the metaverse, and
suggested research directions.
Chapter 16 gives basic information about IoT, its relationship and
importance to the metaverse, and the contribution of IoT in the creation
of the metaverse. The chapter looks at IoT applications, the advantages and
challenges of an IoT-based metaverse, and possible research directions.
xxiv Preface

Topics presented in each chapter are unique to this book and are
based on the unpublished work of its esteemed contributors. The editors
attempted to cover all the new trends and experiments in regards to the
metaverse. This book should serve as a reference for a larger audience, such
as system architects, practitioners, developers, and researchers.
Our thanks go to Wiley and Scrivener Publishing for their continuous
support and guidance in the production of this volume.

Chandrashekhar A
Department of Mechatronics, Faculty of Science and Technology (IcfaiTech),
ICFAI Foundation for Higher Education (IFHE), Deemed to be University,
Hyderabad, Telangana, India
Acknowledgment

The preparation of this edited book was like a journey that we had undertaken
for several months. We wish to express our heartfelt gratitude to Director
Prof. (Dr.) K. L. Narayana, Faculty of Science and Technology (IcfaiTech),
ICFAI Foundation for Higher Education, Hyderabad, Telangana, India,
ICFAI Society, our families, friends, colleagues, and well-wishers for their
constant support throughout this journey. We express our gratitude to all
the chapter contributors, who allowed us to quote their remarks and work
in this book. We would like to acknowledge the hard work of the authors
and their cooperation during the revisions of their chapters. We would also
like to acknowledge the valuable comments of the reviewers which have
enabled us to select these chapters out of the so many chapters we received
and improve the quality of the chapters. We wish to acknowledge and appre-
ciate the Wiley-Scrivener team especially Martin Scrivener for their contin-
uous support throughout the entire process of publication. Our gratitude
is extended to the readers, who gave us their trust, and we hope this work
guides and inspires them.

xxv
1
Metaverse: A Study on
Immersive Technologies
Dileep Kumar Murala1 and Sandeep Kumar Panda2*

Computer Science and Engineering, Faculty of Science and Technology, ICFAI


1

Foundation for Higher Education, Hyderabad, Telangana, India


2
Data Science and Artificial Intelligence, Faculty of Science and Technology, ICFAI
Foundation for Higher Education, Hyderabad, Telangana, India

Abstract
The Metaverse is a concept that is currently being developed for the future gen-
eration of the Internet. It aims to provide an autonomous, completely immersive,
and spatiotemporal virtual community where people can work, play, and inter-
act. Recent advancements in cutting-edge technology such as augmented reality,
Artificial Intelligence, and blockchain are making the once-fantastical metaverse
seem more like a plausible reality. This paper presents an in-depth analysis of the
technologies utilized in the Metaverse, providing a solid foundation from which
to further study this fascinating field. To be more specific, we look into the fun-
damental characteristics of a novel distributed metaverse architecture in terms of
ternary-world interactions. The benefits and drawbacks of the metaverse are then
explored, along with the current pressing problems that metaverse systems face
and the most cutting-edge solutions to those problems. Finally, we propose new
avenues for metaverse system development study.

Keywords: Augmented reality, artificial intelligence, blockchain, metaverse

*Corresponding author: skpanda00007@gmail.com

Chandrashekhar A, Shaik Himam Saheb, Sandeep Kumar Panda, S. Balamurugan and Sheng-Lung Peng (eds.)
Metaverse and Immersive Technologies: An Introduction to Industrial, Business and Social
Applications, (1–42) © 2023 Scrivener Publishing LLC

1
2 Metaverse and Immersive Technologies

1.1 Introduction
1.1.1 The Emergence of the Metaverse
The term “metaverse,” which was first used by author Neal Stephenson in
his science fiction novel Snow Crash, was first published in 1992 [1]. “Meta”
comes from the Greek for “beyond,” and “verse” means “universal.” The
novel depicted the metaverse as a virtual counterpart to the real world or a
dystopian version of the internet. Shared term “metaverse” is also used to
describe virtual worlds where users can enter as digital avatars and conduct
business or social interactions with other users. The metaverse is intended
to be an alternative to the World Wide Web that is more immersive. There
have been several expansions of the Metaverse. In the late 1970s, text-based
interactive games like MUD (Multi-User Dungeon) were released, depict-
ing a multiplayer virtual environment with role-playing, interactive nar-
rative, and online conversation. At the time, the term “Metaverse” didn’t
exist. These games might be considered the forerunners of the Metaverse.
Commercial virtual worlds like Second Life were created during the post-
millennial era, which marked the start of the second phase. After that, a
fully virtualized 3D environment was approved, such as OpenSimulator,
which is normally compatible with Second Life [2].
The metaverse is an ever-present, cooperative online environment where
users can participate in interactive narratives. It combines several technolo-
gies, including Mixed Reality (MR), Virtual Reality (VR), Extended Reality
(XR), Augmented Reality (AR), the Internet of Things (IoT), Artificial
Intelligence (AI), Non-Fungible Tokens (NFTs), and Information and
Communications Technology (ICT) infrastructure. The Metaverse is cur-
rently being developed by IT firms as the successor to the mobile Internet.
The Metaverse will eventually surpass the Internet in terms of transform-
ing new service ecosystems in all spheres of human endeavor, including
healthcare, education, entertainment, e-commerce, and smart industries.
The excitement surrounding the Metaverse is primarily driven by two fac-
tors. First off, the COVID pandemic has caused a paradigm shift in how
people currently engage in work, entertainment, and socializing. As more
individuals get used to doing these physical activities in virtual reality, the
Metaverse will become necessary. Second, the Metaverse is becoming a
more real prospect thanks to newly developed technical enablers [3, 32].

1.1.2 Core Attributes of a Metaverse


The basic characteristics of the Metaverse include:
Study on Immersive Technologies 3

Synchronous and live: The Metaverse will be a living experience for every-
one, just like “real life,” with pre-scheduled and self-contained events.
Persistent: It simply keeps going without ever pausing, restarting, or
stopping.
Available individually and concurrently: Everyone can join the Metaverse
and participate in an event, venue, or activity with their agency. In a
well-functioning economy, people and corporations should be able to cre-
ate, own, invest in, sell, and be reimbursed for many acts that create value.
These actions include creating, selling, and being remunerated for goods
and services.
An experience: All aspects of the user’s environment, including online and
offline spaces, closed and open systems, and public and private networks,
should be considered [33, 71].
A wide range of contributors: There should be a wide variety of content and
activities, with many different people (some of whom work independently,
others for for-profit enterprises) involved [4].
Offer unprecedented interoperability: There needs to be seamless shar-
ing of information, digital assets, content, and other elements throughout
the various platforms; for instance, a car built for Rocket League (or even
Porsche’s website) may be adapted for use in Roblox. The way things work
in the digital world of today is comparable to the way a shopping mall
operates, with each establishment having its own money, ID cards, propri-
etary units of measurement for items such as shoes or calories, and sepa-
rate dress requirements, among other things [5, 72].

1.1.3 Key Features of Metaverse


Infrastructure: Answers to the question “What are the key characteris-
tics of the metaverse?” would emphasize infrastructure. In the context of
the metaverse, infrastructure refers primarily to the technological infra-
structure supporting the metaverse. In addition to utilizing high-tech
components such as GPUs, the infrastructure consists of communica-
tion technologies such as Wi-Fi, cloud computing, and 5G. The contin-
ued expansion of the metaverse is one of its defining features. Therefore,
the metaverse architecture must offer ultra-low latency, tremendously
fast speeds, and expanded capacity [34, 35]. A robust infrastructure
serves as the basis for smooth, value-based experiences for all metaverse
users. Recent endeavors make the emphasis on infrastructure as a crucial
entrance among metaverse elements abundantly clear. The ICT Ministry
of South Korea laid the groundwork for an alliance between seventeen
distinct enterprises and eight distinct industry organizations. To promote
4 Metaverse and Immersive Technologies

the growth of the metaverse ecosystem, the industry alliance offers crucial
opportunities for enhancing the metaverse’s infrastructure [6, 73].
Human Interface Technologies: When discussing infrastructure as one
of the primary metaverse characteristics, it is natural to resort to human
interface technologies. For joining the metaverse, users can utilize technol-
ogy such as VR headsets, haptics, AR glasses, and many more. The human
interface technologies aid in transferring users to the metaverse’s endless
immersive places. However, advances are being made to human interface
technology for the metaverse. Smartphones, laptops, tablets, and personal
computers can also function as metaverse access points when equipped
with the necessary features [7, 74].
Digital Avatars: Avatars are a key feature among the significant charac-
teristics of the metaverse. Digital avatars are one of the core components
of the metaverse’s design. Users can develop digital avatars for unconven-
tionally expressing their thoughts and feelings in the metaverse. You can
use the metaverse features to create personalized digital avatars, allowing
you to create a digital version of your favorite superhero. Intriguingly,
the ability to create and modify digital avatars in the metaverse also pro-
vides new opportunities for gamification. Consequently, digital avatars
build the foundation for an engaging and immersive experience within
the metaverse. Imagine 4.66 billion internet users creating digital avatars,
exploring the metaverse, exchanging knowledge, and engaging with other
avatars. Isn’t this a truly revolutionary experience?
Decentralization: Decentralization would be the second most prom-
inent response to the question, “What are the key characteristics of the

Synchronous and live

Persistent

Available individually and concurrently

Experience

Wide range of contributors

Offer unprecedented interoperability

Figure 1.1 Core attributes of a metaverse.


Study on Immersive Technologies 5

metaverse?” The metaverse is envisioned as an open, shared reality in


which users can travel fluidly between platforms. Users of the Metaverse
might generate their own virtual experiences and assets with monetary
worth and sell them without the need for centralized authorities [37]. This
is where decentralization, a prominent aspect of the metaverse, would be
found. Some of the most important technologies promoting the democ-
ratization of the metaverse are blockchain, edge computing, and AI [8].
Users can obtain complete control and ownership over their assets and
experiences in the metaverse through decentralization. Consequently, the
decentralized character of the metaverse plays a significant role in deciding
the freedom of users. Therefore, the decentralization aspect differentiates
the metaverse from the current Internet [36].
Experiences: The metaverse is essentially an open, featureless virtual
environment devoid of experiences. The most significant highlight of the
metaverse’s essential aspects is that the experiences facilitate the transfer
of multiple physical events under a virtual roof. Most importantly, the
metaverse promises to link together all physical and digital experiences.
For instance, students and professionals could remotely collaborate in
shared learning and working areas. In the metaverse, it is possible to create
more interactive user experiences by combining disparate events under a
single context. Teachers can take kids on a field trip without actually trav-
eling to the location [9].
Security: There is no reason to forsake metaverse security precautions,
though. One of the most significant difficulties that organizations all around
the world face today is ensuring their networks are secure. Therefore, secu-
rity problems also offer negative issues for the metaverse. To address such
problems, the metaverse provides ecosystem-wide ethical and privacy
rules as security measures. Although the metaverse is still under devel-
opment, the importance of security as one of its defining characteristics
cannot be emphasized. The metaverse requires improved user protection
measures and user IDs. It is reasonable to emphasize the relevance of eth-
ical behavior given the number of companies working on the creation of
the metaverse [10].
Persistence: You would also remark on another notable element of the
metaverse in the form of persistence. A popular misconception about the
metaverse is that it is a virtual reality universe. You must don your VR
headsets to access the metaverse’s virtual universe. However, what happens
when the headset is removed? Does the universe within the metaverse
end there? No. The metaverse continues to function even when you are
unplugged. Imagine playing an online multiplayer game in which the other
players continue to play even when you are not present. VR experiences are
6 Metaverse and Immersive Technologies

exclusive to the company or brand that offers the experience. In contrast,


the metaverse is an infinite, open realm that never sleeps, exactly like the
physical universe. Therefore, persistence stands out as one of the most sig-
nificant features of the metaverse, as it is always accessible [11].
Production Economy: In terms of value, the creator economy has pre-
cedence over all other aspects of the metaverse. How will the metaverse
provide users with value? Games, in general, are certainly entertaining to
try out for a while. However, this does not justify the purchase of pricey
devices to engage in the metaverse.
What About Work and Education?
You could still access Zoom meetings on your mobile device and interact
in virtual workplaces using your laptops and desktop computers. The cre-
ator economy provides metaverse users with access to design tools for the
creation of digital products and experiences that they may own and trade
on markets. Therefore, the creator economy is one of the most noticeable
metaverse characteristics demonstrating its future significance [12, 38, 39].
Figure 1.1 shows the core attributes of a metaverse.

1.1.4 Layers of Metaverse


Jon Radoff is an entrepreneur, author, and game designer who has written
extensively about “Building the Metaverse.” The seven layers of his concep-
tual framework explain the metaverse market’s value chain. Infrastructure
is the foundation layer, so without a suitable framework, subsequent
advancements are not possible [12]. As a result, technical operations are

Infrastructure

Human Interface

Decentralization

Spatial Computing

Creator Economy

Exploration

Experience

Figure 1.2 Seven layers of metaverse.


Study on Immersive Technologies 7

situated smack dab in the middle of the metaverse’s various layers. Figure
1.2 explain the seven layer of the Metaverse. The stages involved in the
framework are gaining experience, making discoveries, establishing a cre-
ator economy, conducting spatial computing, decentralizing power, and
interacting with humans.

Layer 1: Experience
The majority of firms and individuals are now focusing on this layer. In
digitally-driven environments, users interact with content such as gam-
ing, retail, NFTs, e-sports, and theatre. The metaverse is not only a three-­
dimensional depiction of reality. It will be the pinnacle of the virtualization
of physical space, goods, and distance. When physical space dematerializes,
the limitations that are imposed physically will be lifted. As a result, the
metaverse will provide everyone with an abundance of experiences they
cannot currently enjoy. Multiple Interactive Live Events (MILEs) hosted on
platforms such as Decentraland and Roblox exemplify how the metaverse
will make these events available to anyone. Live entertainment-inspired
events, such as music concerts and immersive theatre, which have already
been featured in Fortnite, Roblox, and Rec Room will become more
prevalent in video games. Social entertainment will supplement e-sports
and internet groups. According to Jon Radoff, customers are increas-
ingly becoming content providers [12]. Not only in the obsolete sense of
“user-generated content,” but also as events and social interactions.”

Layer 2: Exploration
The discovery layer is concerned with the pulls and pushes that expose new
experiences to humans. “Pull” refers to an incoming system in which users
actively seek information and experiences, whereas “push” is more out-
going and consists of procedures that alert users of upcoming metaverse
encounters [13, 40]. In truth, the discovery layer is the most profitable for
businesses. Among the inbound and outbound discovery methods are:
Inbound: Marketing strategies include user-generated content, search
engines, real-time presence, app stores, and earned media.
Outbound: social media, paid media, and earned media.
Outbound: Display advertising, email, and social media, as well as
notifications
Community: Generated content is a significantly more cost-effective
method of discovering new things than traditional marketing. As content
becomes easier to exchange, barter, and share across an increasing number
of metaverse contexts, it becomes a marketing asset. Content markets will
replace application marketplaces as a discovery mechanism.
8 Metaverse and Immersive Technologies

Real-time presence is a crucial facilitator of incoming discovery. The


discovery of metaverse experiences will not rely solely on content, but also
on knowledge of what other metaverse enthusiasts are doing right now. In
the end, interpersonal interactions through shared experiences are what
the metaverse is all about. When a person joins Steam, Battle.net, Spotify,
Xbox, or PlayStation, they may be able to view the games their friends are
playing. These gaming systems have skillfully utilized real-time presence to
boost in-game engagement [41].
The metaverse can digitize social institutions and develop a decentral-
ized identity ecosystem, moving authority from a few monolithic entities
to social groupings to facilitate the frictionless flow of knowledge and expe-
riences. Display advertising, alerts, emails, and social media are the most
effective outbound channels for discovery. Metaverse experiences can also
be discovered as a result of metaverse developers distributing relevant con-
tent to the public through outbound channels.

Layer 3: Creator Economy


“Creators receive access to tools, templates, and content marketplaces
that reorient development from a bottom-up, code-centric approach to a
top-down, creatively-centered one,” says Jon Radoff. The creator economy
includes design tools, software, and workflow platforms used to create
metaverse experiences [14, 42, 43]. Content creators will shape this atmo-
sphere. They have had great success on social media and will continue to
be a prominent metaverse development engine. They will create metaverse
venues for audiences to interact, socialize, and engage. Creators can offer
commercial products, NFTs, and IRL products and showcase and sell NFT
collections to make money in the metaverse [15]. Throughout history,
creator economies have developed in predictable ways, whether in the
metaverse or games, the establishment of websites, or even e-commerce

¾¾ Pioneer Era: Because the first people to build experiences


for a particular technology lacked the appropriate tools,
they were forced to create each experience from scratch. The
earliest websites were written in HTML, while users created
shopping carts for online stores and game developers wrote
code directly to the graphic hardware [16].
¾¾ Engineering Era: The initial market tools are meant to help
overworked engineers save time by supplying SDKs and mid-
dleware. In games, the introduction of graphics frameworks
such as OpenGL and DirectX enables developers to create
3D visuals without using low-level programming. Ruby on
Study on Immersive Technologies 9

Rails has facilitated the creation of data-driven websites by


developers. In the current period, the number of creative
individuals is expanding at an alarming rate. Creators are
provided with tools, templates, and content marketplaces
that transform development from a code-­centric, bottom-up
process to an aesthetically-driven, top-down one. Using
game engines such as Unity and Unreal, it is possible to cre-
ate 3D visuals without having to rely on the fundamental
rendering of their studios’ visual interfaces [15].
¾¾ Creator Era: The experiences that content creators have
within the metaverse are now primarily focused on central-
ized platforms such as Roblox, Rec Room, and Manticore.
An unprecedented number of people have been given the
ability to create user experiences as a result of these plat-
forms’ complete sets of integrated tools and discovery, social
network, and monetization functions [44].

Layer 4: Spatial Computing


Combining the real and the virtual, spatial computing blurs the boundar-
ies between the actual and ideal worlds. Spatial computing has evolved into
a large category of technology that enables the exploration and modifica-
tion of 3D locations and the addition of extra data and experiences to the
real environment. The key characteristics of this layer include 3D engines
such as Unity and Unreal. In addition to mapping and analyzing the inner
and outside worlds, geospatial mapping with Cesium, Descartes Labs, and
Niantic Planet-Scale AR also aids in mapping the inner world. Integration
of device data (Internet of Things) and human biometrics is already preva-
lent in the health and fitness industries. Incorporating speech and gesture
recognition into spatial computing software is the final step [17, 45].

Level 5: Decentralization
In a perfect scenario, the metaverse would be decentralized, open, and
­diffuse - administered by a single entity and belonging to no one and every-
one simultaneously. Choices are maximized when systems are interoperable
and developed in a competitive market, which increases experimentation
and development. Moreover, creators have ownership over their data and
products. Decentralization encompasses the blockchain, smart contracts,
open-source platforms, and, eventually, the possibility of a digital iden-
tity that is fully autonomous. Developers may use online capabilities more
easily using distributed computing and microservices. The most famous
decentralized metaverse is Decentraland. It’s a blockchain-based virtual
10 Metaverse and Immersive Technologies

world administered by a Decentralized Autonomous Organization whose


laws may be changed by voting. In the metaverse’s decentralized regions,
people and businesses are buying land [18, 46–48].

Layer 6: Human Interface


Human interaction is a crucial aspect of the hardware layer of the metaverse.
Moreover, biosensors and neurological links between brains and comput-
ers are currently being evaluated. However, neural networks and haptic
technologies are also included. This layer also contains haptics, which
enable the transmission of information via touch even when no physical
items are present. Using haptics, it is possible to control electronic devices
in mid-air without touching buttons or a display [18, 46–48].

Layer 7: Infrastructure
The seventh layer ‘infrastructure’ consists of the technology that makes
the preceding items possible. 5G and 6G networks, Wi-Fi, cloud architec-
ture, AI, AR/VR/MR, blockchain, and graphics processing units enable the
metaverse (GPUs). 5G networks will exponentially increase capacity while
simultaneously reducing competition and latency.

1.1.5 Look into the Metaverse Technologies


The metaverse world is made up of seven main technologies.

Technology 1: VR, AR, and XR


Virtual Reality (VR): VR is by far the most well-known and used of
Metaverse Technologies. This is an experience that makes you feel like
you’re in the real world. This technology is used in the real world for
things like online games, social media, education, and job training, among
other things. The Metaverse has the potential to upend several businesses
by making available VR-based technologies that can whisk people away
from their living rooms and into an alternative virtual world. Facebook
Horizons lets users meet new people from around the world, participate
in exciting activities, and construct their virtual worlds. It’s a global gath-
ering area where individuals may collaborate in real-time. The finest VR
headsets are Oculus Quest, HTC Vive, Cosmos, Sony, Playstation VR, and
Valve Index [19].
Augmented Reality (AR): The real world is made clearer to us through the
use of a technology known as AR, which superimposes information gen-
erated by a computer on top of what we see. These days, augmented reality
apps for smartphones rely heavily on the user holding the device in front
Study on Immersive Technologies 11

of them. The software can show contextual information or provide real-


world gaming and social activities by processing the camera image in real-
time. Smartphone AR has progressed greatly in the previous decade, but
its applications are still limited. Wearable smart glasses are becoming an
increasingly important tool for giving an AR experience that is more com-
prehensive. These devices need to have a form factor that is light enough
to be worn for long periods, as well as a processor that uses a very minimal
amount of power. Additionally, they need to have several sensors, includ-
ing ones for depth perception and tracking [19, 49].
Extended Reality (XR): The term “XR” refers to the metaverse in which
AR, VR, and MR exist. Popular Extended Reality Metaverse games on
TVs include Fortnite, Roblox, and ZEPETO. In addition to its use in video
games, extended reality has many other applications. Evidence-based
examples of educational materials that take advantage of augmented and
virtual reality simulations and tools with Artificial Intelligence, location
services, and language translation capabilities have been developed. For
example, the United States Army has been using a VR dome for years to
teach soldiers. 120,000 HoloLens augmented reality devices were pur-
chased by the military for use in both training and battle [20].

Technology 2: AI and ML
Artificial Intelligence (AI): AI may help create Metaverse elements includ-
ing characters, landscapes, buildings, character routines, and more. Unreal
Engine may soon have sophisticated AI. AI could automate software devel-
opment, allowing users to generate more complex Metaverse items with
less effort. On the blockchain, smart contracts may also be created, audited,
and protected with the assistance of AI. Without artificial intelligence, it
will be difficult to develop a Metaverse experience that is appealing, lifelike,
and scalable. To lessen the risks of artificial intelligence while maintaining
its potential, businesses like Meta collaborate with think tanks and ethics
organizations.

Metaverse Uses AI in Various Forms


Avatars: The concept of an avatar is one of the most intriguing and hotly
debated topics in the Metaverse. Artificial intelligence can analyze 2D user
images or 3D scans to build Avatars that are very accurate and lifelike.
Artificial intelligence is already being used by some companies, such as
Ready Player One, to help in the creation of Avatars for the Metaverse.

Digital Human: In the Metaverse, digital humans are three-dimensional


chatbots that respond to users in virtual reality. It’s made of AI technology
12 Metaverse and Immersive Technologies

and is fundamental to the Metaverse’s architecture. NPCs are non-playing


characters in virtual reality and games. NPCs are scripted, unlike user-­
controlled characters [21].

Language Processing: Individuals will have unrestricted access to the


Metaverse once artificial intelligence is implemented and put to use for
this purpose. An artificial intelligence system can understand human lan-
guages such as English and translate them into a format that a machine can
read. Following the completion of an analysis, the output, also known as
the answer, is translated back into English and delivered to the user.

Technology 3: Blockchain
The Metaverse, which is built on the blockchain, allows users to visit any
virtual area without going through any kind of centralized server. The
six metaverse categories of digital ownership, collectibility, value trans-
fer, governance, accessibility, and interoperability are where blockchain
shines. The metaverse is a good fit for blockchain technology since it is
open and affordable. Blockchain technology in the Metaverse may be
applied to in-game real estate, virtual currency, non-fungible tokens
(NFTs), self-identity authentication, and virtual currency [50–53]. A dig-
ital economy can flourish thanks to the existence of virtual currencies in
the metaverse. Assets in blockchain games are often validated cryptocur-
rencies, like NFTs or crypto tokens, and are held on the chain in a decen-
tralized way due to the games’ decentralized and Web3-oriented nature.
Each participant independently controls and owns their copy of the game.
In the gaming Metaverse, MetaBlaze stands out as a GameFi x Defi util-
ity coin with broad applicability across the entire web3 ecosystem. Players
may build and immerse themselves in a high-level, 3D, play-to-earn RPG
with unique content, stunning visuals, and incredibly thrilling gameplay,
all within the first Blockchain-gaming Metaverse to offer players perma-
nent rewards [22, 54–56].

Technology 4: IoT
Metaverse IoT apps collect and share data. IoT can connect a huge number
of real-world devices to 3D. Metaverse simulations are real-time. AI and
machine learning may help IoT manage data and improve the Metaverse.
Metaverse will analyze and interact with the real world using IoT. Metaverse
will customize IoT user experiences in 3D. Metaverse and the Internet of
Things will enable data-driven decisions with minimal mental effort and
training.
Study on Immersive Technologies 13

Technology 5: Brain-Computer Interfaces (BCI)


Technological advancements in the field of brain-machine interfaces In the
Metaverse, technology can take the reins from the human brain, allowing
for the control of avatars, a wide variety of digital products, and digital
transactions. Markets for video games and employee efficiency are seen as
early adopters of this technology. In the early stages of the Metaverse, this
technology will not be crucial. However, early adopters may start employ-
ing brain-computer interfaces by the mid-2030s to link up with the neocor-
tex. The human brain’s neocortex is where advanced thought is processed.
A brain-computer interface device, like the one used in the virtual reality
game Awakening by Neurable, uses an electrode-laden helmet connected
to an HTC Vive head-mounted display to track brain activity. The software
examines game data to identify the proper course of action. The most well-
known businesses are Neurolink and Nextmind [23, 57].

Technology 6: Three-Dimensional Reconstruction


Users will be able to virtually tour new constructions from anywhere in
the world using 3D models reconstructed in the metaverse. The major
problems of the metaverse are solved by this method, which employs 3D
reconstruction to build realistic and natural-looking landscapes in a digital
environment that mimics the real world as nearly as possible.
By using high-resolution 3D cameras, internet users can digitize their
environments in stunning realism. To create a virtual replica for metaverse
viewing, the 3D spatial data and 4K HD photos are sent to computers
where they are processed. Some people also use the term “digital twin” to
refer to these simulations of physical objects [24].

Technology 7 – 5G
Metaverse is the future of real-time communication. The Metaverse
requires high bandwidth, latency, and internet connections to join a vast
virtual environment with realistic graphics and polygon counts. With 5G’s
extremely high millimeter-wave frequencies, users can have immersive,
real-time dialogues with artificially intelligent characters in virtual real-
ity (VR) and augmented reality (AR). Roaming features improved render
LOD, user-friendly API integration and Developer Platforms would all
contribute to a wider audience.

1.1.6 Six Characteristics of the Metaverse


Realistic immersive experience: It gives sensory, object, and environment
realism and has fueled Metaverse interest.
14 Metaverse and Immersive Technologies

A complete world structure: The Metaverse will be an exact duplicate of


the physical universe, mimicking all ten of its constituents.
UGC (User-Generated Content): Residents of the Metaverse generate
material and apps in their virtual worlds using UGC, a new creative arena.
Huge economic value: Metaverse platform architects will use technol-
ogy to create scarcity and tamper-proof data. The Metaverse’s lower scar-
city allows it to outperform the actual world economically.
Reforms: As a parallel universe, the Metaverse must reduce “central
privilege” in the real world.
Significant uncertainty: Governance structure is the central question in
the Metaverse, more specifically, who will lead its future governance sys-
tem. All designers of the Metaverse will have to determine who has the last
word in the virtual world and who owns its economic benefits [3].

1.1.7 Accessing the Metaverse


If we accept that the Metaverse is an inevitable extension of our highly
linked world and the subsequent iteration of the World Wide Web, then
the crucial question will be how to access the Metaverse. Unknowingly,
you may be a part of the in-development version of the Metaverse. For
instance, if you are a Web3 user, have a crypto wallet, or have purchased
an NFT, you are already a part of the Metaverse [7]. Currently, there is
no unified Metaverse; rather, platforms like The Sandbox, Decentraland,
and Axie Infinity are experimenting with independent Metaverse-based
initiatives. The bulk of extant Metaverse projects operate on Ethereum
and employ their coins. Axie Infinity’s native governance token is AXS.
Sandbox utilizes SAND, whereas Decentraland uses MANA. Although
different Metaverse platforms may require different processes to enter, all
platforms share three fundamental requirements: creating an account, a
digital wallet, and an avatar. Currently, the most popular Metaverse wallets
are MetaMask, Coinbase, Enjin Wallet, and Math Wallet [5].

1.1.8 What Can We Do in the Metaverse?


As stated previously, a complete and unified Metaverse is limitless and pro-
vides its members with a vast array of unique experiences and opportuni-
ties. Even though the current version of the Metaverse is not yet complete,
it already provides users with unique virtual activities.
Virtual land: In platforms such as The Sandbox and Decentraland, for
instance, you can purchase virtual land that you can resell or use to create
digital structures. Virtual land can also be utilized for a variety of social,
Study on Immersive Technologies 15

commercial, and entertainment activities, including meetings, gallery


exhibitions, and more.
Gaming: Additionally, the virtual space actively pursues gaming poten-
tial. Others, such as Illuvium, are also pulling players to the Metaverse,
even though we’ve already mentioned some of the leading names.
Social interactions: Social interactions, events, and even corporate
activities are additional virtual activities that people may pursue in the
Metaverse. A corporation seeking to attract new talent, for instance, can set
up a virtual booth in the Metaverse to learn more about applicants regard-
less of their location.
Earning possibilities: There are also significant prospects associated
with asset trading and other economic activities that could help you make
a side income or – one day – a reliable income.
The future to come: Even if the first steps have been taken, a fully func-
tional virtual universe is still a distant goal. As we continue to evolve and
include sophisticated technologies such as VR and AR to reach a higher
level of complexity and broader digitization of the world, we will likely
be able to create worlds that are superior to those shown in science fic-
tion films. It is impossible to predict when a true Metaverse will arise and
whether it will have the interconnection that matches our expectations,
but we may appreciate the experiences offered by metaverse-like and
­blockchain-based projects currently in development [9].

1.1.9 Applications of Metaverse


The Metaverse is a publicly accessible virtual shared space. It is an umbrella
term for the whole virtual and digital universe. To provide an immersive
experience for end-users, several projects are currently developing digital
twins of the physical world we live in and accessing this digital world via
the network. This will allow users to meet, interact, and conduct business
in a virtual environment, or a metaverse. This is because Metaverse appli-
cations continue to cover a broad range of use cases.
Healthcare: When you ask, “What are the uses of metaverse?” one of
the first things you might hear is that it can be used in the healthcare field.
The use of augmented reality is the most prominent illustration of how the
metaverse can be applied in the medical field. Augmented reality (AR) has
become an indispensable tool for enhancing medical students’ abilities and
knowledge. Surgeons use surgical assistive tools like Microsoft Hololens to
perform various surgeries [58–60].
Military: Applications of augmented and virtual reality in military set-
tings have also made significant strides in recent years. Tactical Augmented
16 Metaverse and Immersive Technologies

Reality, also known as TAR, is a technology that gives the impression of


being very similar to night-vision goggles (NVG), but it has a great deal
more functionality. It can show exactly where a soldier is, as well as where
friendly and enemy forces are. You can use the system day or night because
it attaches to your helmet the same way your goggles do [15, 61].
Real estate: The field of real estate would appear to be the next most
promising entry on the list of potential applications for the metaverse.
Virtual reality is a significant technology for driving metaverse experi-
ences. It can provide clients with experiences that are realistic and immer-
sive, which is a strength that can work in favor of the applications of the
metaverse in real estate. The power of virtual reality (VR), for instance, can
be leveraged by real estate agents so that buyers can experience immersive
virtual tours of properties [13, 62].
Applications for teaching: The amazing thing about virtual reality is that
it opens the door to new worlds and experiences for us to have. When you
put on a virtual reality headset, you get to experience accurate depictions
that can change your life for the better. The effectiveness of conventional
teaching methods in drawing attention to key concepts through the use
of visuals will never reach the level that can be achieved by more modern
approaches. Most students, regardless of age, would rather watch a video
than read the material. The incredible things that can be “experienced”
through VR technology are fascinating because they could never be “expe-
rienced” in real life. Students will be more invested in their education when
they have access to this technology.
Manufacturing: Virtual reality applications, which are rapidly becom-
ing one of the most promising areas of metaverse research, have the poten-
tial to improve workplace safety by increasing employee engagement with
and knowledge of risk. Because of this, metaverse applications can make
a significant impact in lowering accident rates. The most widely used
metaverse applications in production could help improve product quality
over time [11, 63].

1.2 Related Works and Contributions


Due to the popularity of the Metaverse, several polls on related topics have
lately been conducted. [16] Is it one of the earliest attempts to provide a
map of the Metaverse? In [16], the writers discuss the Metaverse’s benefit
to society. The architecture of the Metaverse is then described, along with
some examples of recent developments in the field. According to Dionisio
et al. [25], there are four qualities of successful 3D virtual worlds (or
Study on Immersive Technologies 17

metaverse): ubiquity, realism, scalability, and interoperability. Highlight


the continual development of the underlying technology for virtual worlds.
Eight essential technologies that make up the metaverse are reviewed and
examined by Lee et al. [28] together with the prospects it presents from six
user-centric aspects. Huynh-The et al. [29]’s investigation on the basis and
growth of the metaverse uses AI methods. Yang et al. [27]’s investigation
looks into the possibilities of blockchain and AI technologies for the cre-
ation of a future metaverse. In terms of national policies, industrial proj-
ects, infrastructures, supporting technologies, VR, and social metaverse,
Ning et al. [26] give a survey of the development state of the metaverse.
Park et al. [30] evaluate the user interaction, implementation, and repre-
sentative applications in the metaverse and describe three components of
the metaverse (i.e., hardware, software, and content). An extensive study of
the edge-enabled metaverse from the perspectives of communication, net-
working, computation, and blockchain is presented by Xu et al. in [31]. The
analysis of [7] delves more deeply into the Metaverse’s technological foun-
dations. The concepts of blockchain, the Internet of Things (IoT), robotics,
UI design, and extended reality (XR) are all introduced. Other Metaverse
surveys cover more niche topics. In [10], AI is used to create intelligent
chatbots and AR/VR gadgets that accurately scan and understand the user
environment. The study analyses how blockchain and AI convergence can
speed Metaverse service delivery. AI can train Metaverse characters, and
blockchain can enable commerce. The report discusses Metaverse industry
applications and achievements and predicts future industrial possibilities.
These studies do not address Metaverse implementation challenges at
mobile edge networks from resource allocation [8], communication, net-
working, or computing perspectives. Understand the Metaverse’s enabling
technologies before examining how these technologies can be employed
on mobile edge networks. While analyses AR/VR applications that can
improve a user’s immersion in the Metaverse, an equally important con-
cern is how to overcome communication and networking constraints to
reach potentially millions of edge devices while meeting rigorous latency
and data rate requirements. AR/VR surveys focus on 5G mobile edge net-
works and processing and offloading architectures. These polls don’t focus
on the Metaverse specifically, thus they don’t address some of the major
issues we raised in our survey. For instance, the Metaverse will have many
people simultaneously accessing and engaging with the virtual worlds
through AR/VR. Additionally, since these users will be interacting with
one another, the round-trip communication latency will be severely con-
strained. In this review, we will cover significant issues such as the diffi-
culties of interoperability, heterogeneity, and large simultaneous stochastic
Another random document with
no related content on Scribd:
— Tämäpä on lystiä, tuumi herttua ja kansleri taputti käsiään kuin
vimmattu.

— Saarna kuin Savonarolan, suvaitsi kaunis Leliuskin laulahtaa


tukeuttaen haukotustaan. — Jospa tuo Fra Martino olisi meillä siellä
Venetsiassa, niin kyllä tietäisimme hänet asianmukaisesti käännyttää
ja pitää kurissa. Mutta näin germanilaisen uppiniskaisuutensa varaan
jätettynä pelkään hänen ennemmin tai myöhemmin saavan seurata
edeltäjiään polttoroviolle.

— Eipäs, vastasi Guicciardin iloisesti, hänen oivat saksalaiset


ruhtinaansa suojelevat häntä miekoillaan.

— Mutta kukas hänen ruhtinaitaan suojelee? ivaili Venetsialainen.

Guicciardin päästi iloisen naurun. — Pyhä isä tietysti, vastasi hän.


— Katsokaas, jalot herrat, tässä on nyt taas sellainen helkkarin
sotkuinen vyyhti, jonka langoilla sattuma tai ehkä jokin sitä ylempi
ohjaa maailman historiaa. Kun paavimme maallistuivat ja saivat
omakseen valtion Italiassa, tuli heille lyhyt valtikka rakkaammaksi
kun pitkä paimensauva. Aikoohan Clemensimme tämän valtikan
vuoksi julistaa suorastaan sodan hurskasta keisaria vastaan. Mutta
Kaarle ei pakottane pyhän isän mieliksi, joka häntä pommittaa
kanuunoilla, reippaita germanilaisia keihäsmiehiään takaisin kirkon
helmaan. Ja päin vastoin: jos Saksan kerettiläiset ruhtinaat rupeavat
juonittelemaan hänen keisarillista majesteettiaan vastaan ja nostavat
sodan, niin tottapa pyhä isä jättää heidän sielunsa toistaiseksi
rauhaan ja käyttää salaisesti heidän aseitaan hyväkseen. Mutta
sillaikaa puu kasvaa ja juuret leviävät.

Nyt kävi herttua rauhattomaksi. Hänen päivätyössään läheni se


miellyttävä hetki, jolloin hän omin käsin ruokki koiriaan ja
haukkojaan. — Arvoisat herrat, sanoi hän, minua ei tuo
germanilainen munkki viettelisi. Sain kerran nähdä hänen kuvansa:
kömpelö, kaulaton moukan pää hartiain sisässä. Entä sitten hänen
suosijansa, nuo saksilaiset, ruhtinaat — olutpönttöjä!

Guicciardin rutisti rajusti hienoa maljaa ja oli vähällä kirota. —


Täällä on niin tukehuttavan kuumaa, puolustelitte hän ja oitis nousi
herttua pöydästä. — Mennään raittiiseen ilmaan, virkkoi hän. —
Näkemiin asti, hyvät herrat, tavataan sitten päivän laskettua
vihreässä kamarissa.

Hän lähti huoneesta näyttääkseen Venetsialaiselle, joka häntä


miellytti, rakennuksiaan, pengermiään ja puutarhojaan. Nämä olivat
vielä niitä verrattomia laitoksia, jotka viimeinen Visconti oli teettänyt
ja täyttänyt aavemaisella touhullaan, jäännös tuosta "Onnelasta",
josta lähtien hän kuin arka demoni loitsulinnastaan hallitsi Italiaa
täyskelpoisella taiteella ja josta hän kukitti heti pois suosikkinsa, kun
nämä sairastuivat, sillä kuolema ei saisi koskaan näihin
marmoriportteihin kolkuttaa.

Suuri osa vanhaa, komeutta oli rappeutunut tai sodissa ja äsken


valleja luodessa sotkettu ja kumottu. Kaikessa tapauksessa oli vielä
jälellä siksi paljon, että kaunis Lelius sai purkaa imartelevia
ihmetyksiään ja Frans Sforza nautti parin tunnin ajan suuresti.
Ainoastaan tullessaan ratsastusradalle, jonka Bourbon hallituksen
hoitokaudellaan Milanossa oli rakennuttanut, synkkenivät ruhtinaan
kasvot. Mutta heti ne jälleen kirkastuivat, kun hän kuuli Guicciardin
kajahtelevan naurun ja sitten näki hänet itsensä istuvan
paitahihasillaan väen luhdissa lombardialaisten tallirenkien joukossa
lyöden heidän kanssaan korttia ja ryyppien karvasta maalaisviiniä. —
Tasavaltalaishuvituksia, ivaili Frans Sforza. — Mies virkisteleikse
äskeisestä ikävästä seurustelusta ruhtinaallisten kanssa! — Kaunis
Lelius hymyili kaksimielisesti ja he jatkoivat kävelyään.

Ensimäinen vihreään kammioon saapuneista oli Girolamo Morone,


ellei hän sinne ollut tullut jo heti aterialta päästyä ja oleillut siellä
sitten koko ajan. Hän katseli yhä ja yhä hartaasti taulua. Väliin
nauttivat hänen ihailevat silmänsä tuon suloisen naisen
näkemisestä, mutta nyt hän jälleen tutki tiukin katsein Pescaran
kasvoja ja se mitä hän noista ankarista piirteistä näki tai luuli
näkevänsä, kuvastui täydellisesti tuon herkän miehen kiihkoissa
liikkeissä ja katkonaisissa sanoissa. — Mitenkähän pelaat. Pescara?
höpisi hän äkäisesti itsekseen mustia kulmakarvojaan rypistellen ja
toistaen saman kysymyksen, mikä väikkyi Victorian viattomissa
silmissä.

Silloin löi joku häntä tanakasti olalle. — Pikiinnytkös jumalaiseen


Victoriaan, rahjus? kysyi Guicciardin karkeasti nauraen.

— Leikki pois. Guicciardin. Mitäs arvelet tuosta punanuttuisesta?



Kansleri osoitti sotapäällikköä.

— Niin on kuin pyöveli.

— Ei. Guicciardin. Tarkoitan, mitä arvelet hänen


kasvonpiirteistään?
Ovatko ne italialaisen vai espanjalaisen?

— Hyvä sekoitus, Morone. Molempien paheet: kavala, julma ja


ahne!
Sellaiseksi minä olen hänet kokenut ja sellaiseksi sinä häntä minulle
kuvailit. Muistatkos, tässä kaksi vuotta sitten Roomassa, kun se
viisas
Jaakko souti meitä Tiberin ylitse.

— Kuvailinko minä? Siinä tapauksessa erehdyin hetken


vaikutelmista.
Ihmiset ja asiat muuttuvat.

— Niin, asiat. Mutta ei ihmiset; he muuttavat vain vaatteita ja


pöyhistelevät, mutta pysyvät aina samoina. Eikö niin, Teidän
korkeutenne? kääntyi Guicciardin herttuan puoleen, joka juuri
Venetsialaisen keralla astui sisään.

Asetuttiin noille neljälle jakkaralle ja lukittiin ovet. Avoimesta


akkunasta loisti hehkuen iltataivas.

— Jalot herrat, aloitti herttua sangen arvokkaasti, mihin oikeuttavat


valtakirjanne?

— Minun nöyryyteni, lausui kaunis Lelius, solmimaan liiton.

— Hänen viisautensa pyhä isä, puhui vuorostaan Guicciardin,


toivoo myös päätöstä. Liitto on kanan ollut hänen aatostensa
lemmikki: hän asettuu, kuten sopii, etunenään, mutta sillä ehdolla,
että saa kirkon ylinnä paimenena pysyä muodollisesti syrjässä.

— Liiga on perustettu! huusi herttua riehakkaasti. — Kansleri, tee


selvää valmistuksista.

— Herrat, alkoi tämä, kirjeessään lupaa Ranskan hallitus, joka on


sopinut asiasta Madridissa vankina olevan kuninkaan kanssa, antaa
melkoisen sotajoukon ja luopuu lopullisesti samalla vaatimuksistaan
Neapeliin ja Milanoon pyhän isän hyväksi.
— Optime, riemuitsi herttua. — Ja sveitsiläisiä saamme niin paljon
kuin haluamme, laumoittain, kun vain olisi dukateja, millä heitä
kilistää luokseen. Eikö niin kansleri?

— Siihen täytyy keksiä keinot, vakuuttivat toiset.

— Mutta herrat, meidän on kiiruhdettava! Borboni oli täällä. Ne


kurkistelevat kortteihimme. Keisarin sotapäälliköt uhkaavat valloittaa
Milanon kuukauden kuluttua ellemme lakkaa varustautumasta.
Meidän täytyy katkoa kahleemme ja voidaksemme ne katkoa, täytyy
meidän valita päällikkö, nyt, heti paikalla!

— No joko me nyt siihen olemme ehtineet, vastustelivat toiset


yhteen ääneen.

— Valita Liigan päällikkö, jatkoi kansleri, on samaa kuin ratkaista


Italian kohtalo. Kenen panemme Pescaraa, ajan suurinta
sotapäällikköä vastaan? Lausukaa! Ken on hänen vertaisensa nero!
Suuret soturimme, Alviano, Trivulzio, kauan ovat he jo levänneet
haudoissaan ja muut on Pavian taistelu surmannut. Nimittäkää mies!
Ilmaiskaa se mahtava olento. Missä se panssaroitu pelastuksen
käsi, johon saan tarttua?

Seurasi surullinen mieliala ja kansleri iloitsi liittolaisten


alakuloisuudesta.

— Onhan meillä se Urbinolainen ja Ferraralainen, virkkoi Nasi,


mutta Guicciardin väitti, ettei hänen pyhyytensä kuuna päivänä
huolisi liittoon kapinallista vasalliaan, Ferraran herttuaa. — Ehkäpä
siis valitsemme Urbinon herttuan. Hän on turhamainen, itsekäs,
näkökannoiltaan ahdas ja ijankaikkinen kuhnustelija ja nahjus, mutta
kokenut soturi, eikä meillä ole valikoimisen varaa, haastoi
Florensilainen ryppyisin otsin.

— No onhan vielä, Guicciardin, se Teidän Medicinne, josta voitte


saada sen nuoren huimahatun, mitä näyttö niin sydämenne pohjasta
toivovan, ärsytteli Venetsialainen.

— Onko tuo pilkkaa, Nasi, suuttui Guicciardin. — Vai pantaisiin


tässä nuori ilkimys häpäisemään isänmaallista asiaa ja yltiöpäinen
poika kevytmielisesti nakkaamaan meille tappion viimeisessä
sodassamme taistelun arpanopilla! Ainakaan perinpohjin ei tuo
Urbinolainen meitä tuhoa, vaikka viruttaisikin sodan pitkäksi kuin
nälkävuosi odotellessaan milloin keisarilliseen leiriin tulisi murhaava
rutto tai huovit alkaisivat sieltä karkailla. Valitaan hänet! — Hän
huokasi ja alkoi samassa vihan vimmassa purkaa suppeaan
kansleriin, joka oli hänen puheensa lopussa epäilevästi virnistellyt.

— Mitä irvistelet siinä, narri! huusi hän Moronelle. — Anteeksi,


Teidän korkeutenne… käyn kärsimättömäksi… mutta uskon että
Teidän korkeutenne on puolellani! — Herttua katsoi kansleriinsa.

— Tehdään kuten haluat, virkkoi Morone. — Me myönnymme,


mutta ei suinkaan iloisin mielin hänen korkeutensa suostune
alkamaan liittoamme näin järjettömästi! — Herttua nyykäytti
surullisesti päätään. — Ei, huusi kansleri, hän ei myönnykkään, hän
vetäytyy erilleen koko hommasta, hän ei huoli tunnolleen
edesvastuusta siitä, että hänen herttuakuntansa viimeiset voimat,
imetään kuiviin. Herttua ei ryhdy taisteluun tietäen jo etukäteen
olevansa lyöty ja masennettu! Liiga on purettu! Tai hankimme sille
voittoisan sotapäällikön.

Toiset vaikenivat apeilla mielin.


— Ja minä tiedän sopivan, lausui Morone.

— Sinä tiedät? huusi Guicciardin. — No piru vieköön, sano sitten!


Puhu!
Ken vaakaan Pescaraa vastaan?

— Kansleri, puhukaa, kiirehti myös Venetsialainen.

Morone hypähti ylös jakkaraltaan, harppasi askeleen eteenpäin ja


haastoi voimakkaasti: — Ken vaakaan Pescaraa vastaan? Kuka on
hänen vertaisensa? Hän itse, Pescara.

Muut olivat aivan jähmettyä pelästyksestä. Herttua tuijotti silmät


selällään oivaan kansleriinsa. Guicciardin ja Venetsialainen painoivat
käden otsalleen ja alkoivat aprikoida. Helposti käsittivät he mitä
Morone tarkoitti. Olivathan he sellaisen ajan lapsia, jolloin
kavallukset ja lupausten rikkomiset olivat kuin jokapäiväistä leipää.
Olisipa nyt kysymyksessä ollut vain joku tavallinen kondottieri, joku
noista ruhtinaallisista tai alhaissyntyisistä seikkailijoista, jotka möivät
laumansa enimmän tarjoovalle, niin olisivat he jo ennen kansleria
tehneet tuon halpamaisen esityksen. Mutta keisarin ensimäinen
sotapäällikkö? Mutta Pescara? Mahdotonta! Mutta miksipä ei
Pescara? — Ja kun Morone taas alkoi intohimoisesti puhua, niin he
oikein ahmivat hänen sanojaan.

— Herrat, lausui Morone, Pescara on syntyisin meikäläisiä.


Espanjassa hän ei ole koskaan käynyt. Mitä hurmaavin
italialaisnainen on hänen vaimonaan. Selvä on, että hän rakastaa
Italiaa. Pescara on meidän mies ja nyt kohtalon ratkaisun hetkellä
kun vapaalla kädellämme koetamme katkoa toisen käden kahleita,
vaadimme me puolellemme synnyinmaan suurimman pojan ja
ainoan sotapäällikön. Käymme hänen luokseen, syleilemme,
rukoilemme häntä: Pescara, pelasta Italia! Auta sitä! Tai se vetää
sinut muassaan perikatonsa kuiluun!

— Riittää sanahelinä! huusi Guicciardin. — Sinunlaisesi


haaveksija, jonka mielikuvitus lentää kuin päätön kana, on kelvoton
harkitsemaan ja selittelemään asiaa, mikä lähemmin tuumien ehkä ei
ole mahdoton. Pidä suusi kiinni ja anna järjellisten miettiä ja tehdä
päätelmiä siitä, mitä sinä ennustit kuumeen houreissa! Älä nyt riehu
kuin riivattu, vaan istu alas, anna minun puhua!

Hyvät herrat, monasti — ja epätoivoisissa oloissa aina — on


uskaliaisuus paras ja ainoa apu. Sota Urbinolaisen johdolla tuijottaa
meihin kuin naamari tyhjin silmäkoloin. Me tiedämme, että hän
lamaisi verkkaan voimamme ja veisi meidät johdonmukaisesti
perikatoon. Mieluummin heittäydymme huimaan uhkayritykseen.
Siis, mitä minuun tulee, niin ehdotan että koetetaan houkutella
Pescaraa. Jos hän antaa meidät ilmi keisarille, voi hän saattaa
meidät tuhon omiksi. Mutta ken tietää, ehkäpä hän joutuukin
intohimojensa valtaan? Miettikäämme siis ensin: mikä on Pescara?
Minä vastaan teille: nerokas harkitsija, joka tarkalla vaistolla erittelee
ja punnitsee mahdollisuudet, mies, jolla on tapana riisua valoverhot
asiain yltä ja arvostella niitä todellisen merkittävyyden ja asiallisen
vaikutusvoiman mukaan. Tokkopahan hän muuton olisi se mikä nyt
on, Bicoccan ja Pavian voittaja? Ensin kun esitämme hänelle asian,
on hän siitä kovin suuttuvinaan, vaikka varmaan itse lienee sitä
joinakin hetkinä tuuminut ja aprikoinut ellei muuten, niin
kehittääkseen alati työskentelevää järkeään. Sitten ryhtyy hän
harvaan ja hartaasti punnitsemaan: tokko hänelle antamistamme
aineksista, se on Italiasta, saa armeijan ja myöhemmin valtakunnan
ja myös — palkkion. Ja koska aines on tosin jalo, mutta hauras,
joten se vaatii voimakasta kättä muovailussa, niin on meidän
tarjottava hänelle mahdollisimman paras palkka, nimittäin kruunu.

— Mikä kruunu? änkytti herttua peloissaan.

— Kruunu, sanoin minä, Teidän korkeutenne, enkä herttuanhattu.


Tarkoitan Neapelin komeaa kruunua. Se on vihamiehemme päässä
ja siis käytettävissä ja on hänen pyhyytensä läänitettävänä.

— Koska nyt tässä kruunuja jakelemme, ivaili Venetsialainen, niin


miksikä emme tarjoa hänelle yhdellä tiellä Italian satu- ja
unelmakruunua?

— Unelmakruunua! —Venetsialaisen kasvot värähtelivät


tuskallisesti. Sitten haastoi hän uhkamielin kuin itsensä ja läsnäolijat
unohtaen: — Italian kruunu! Kun Pescara ratsastaa joukkojemme
etunenässä, niin se häilyy näkymättömänä hänen päänsä päällä.
Jospa hän, historiamme suurimpana, tempaisi ja valtaisi tämän
ihannekruunun, jota kohti niin monet saastaiset kädet ovat
kurotelleet! Jospa muuttuisi todellisuudeksi hänen päässään tuo
unelmakruunu! Ja kun nyt tässä, virkkoi hän rohkeasti, olemme
hylänneet kaiken kohtuuden ja ilmaisemme sisäisimmät
aatoksemme ja syvimmät toiveemme, niin kuulkaat, herrani: jos
Pescara on tuo valittu, mikä voi olla mahdollista, niin tarjoo aika
hänelle suotuisia tilaisuuksia ja tähdet onnea ennustavat. Jos hän
Italian yhdistää, niin hän sen myös hallitsee. Mutta, kansleri, sanoin
sinua haaveilijaksi ja nyt rakennan itse tuulen tupia innokkaammin
kuin sinä. Palatkaamme siis syntymättömien valtakunnasta
todellisuuteen ja vastatkaamme, vain kysymykseen: kuka rupee
näyttelemään kiusaajan osaa?

— Minä syöksyn kuin Curtius kuiluun! huusi kansleri.


— Hyvä, kiitteli Guicciardin. — Sinä kelpaat. Joku muu ei saisi
sanaa suustaan ja lyyhähtäisi maahan mennessään puhumaan
Pescaralle kavalluksesta. Mutta sinä, hävytön kelmi, teet mitä
tahansa ja kulkuskaapusi pelastaa sinut oloista ja juonista, jotka
toisen veisivät hirteen. Jos ei Pescara suostu, niin ottaa hän asian
leikilliseltä kannalta, hän kohtelee sinua kuin markkinailveilijää. Jos
hän taas taipuu, niin havaitsee hän jo traagillisista kujeistasi ja
koomillisista otsan kurtuistasi asian koko ankaran totuuden. Mene,
poikani, kiusaa Pescaraa!

Herttua, joka oli istunut selkä kyyryssä ja mietiskellen jakkarallaan,


aikoi juuri käskeä tuomaan huoneeseen valoa, sillä ilta hämärtyi yhä
ja hän pelkäsi pimeässä. Mutta silloin hoksasi hän yhtäkkiä asiain
kehittyneen huippuunsa ja hän säikähti: — Et saa mennä, kansleri,
kielsi hän. — En tahdo olla missään tekemisissä tuon mahtavan
Pescaran kanssa. Jos hän suostuu, valloittaa hän ensimäiseksi
työkseen alankoni, jotka sopivat taistelukentiksi, ja linnoitukseni,
jotka vallitsevat alankoa. Ja kun hän ne saa, niin hän ne myös pitää.
Vaan jos kansleri hukkaa pelin, saan minä ensimäiseksi kärsiä ja
minua kohtaa lääninherrani ja keisarini armoton rangaistus. Oo, kyllä
minä tunnen teidät! Kaikki te, yksin tuokin tuossa, — hän katsahti
surullisesti kansleriinsa, — ajattelette vain Italiaanne ja Italiaanne ja
minä teille merkitsen, — hän puhalsi pitkin kämmentään, — juuri
noin paljon ja noin! Mutta minä olen ruhtinas ja tahdon pitää
perintöni, Milanon, en mitään muuta kuin Milanon! Girolamo, sinä et
mene Pescaran luo! Asiani joutuisivat sillaikaa hunningolle, minä en
tule toimeen hetkeäkään ilman sinua.

Nyt alkoi kaunis Lelius puhua ja laverteli: — Jos teidän


korkeutenne pysyisi sanoissaan, niin meidän aiheemme raukeaisi ja
minulla olisi uusi ehdotus. Kun nyt kerran, eriskummallista kyllä,
etsimme päämiestämme keisarin sotaherrain joukosta, niin eiköhän
olisi ehkä koeteltava, tokko Borboni, suurta palkkiota vastaan, tekisi
vielä kerran kavalluksen?

Herttua pelästyi hirveästi. — Milloin sinä lähdet, Girolamo? kysyi


hän.

— Ensin täytyy, sukeltihe Guicciardin puhumaan, minun viedä


sinut, kansleri, mukanani Koomaan. Pyhä isä tahtoo tutustua sinuun
lähemmin, hän pitää näet sinua suuressa arvossa. Hän kutsuu sinua
kansleri Proteukseksi [Proteus: alati hahmoaan vaihteleva jumala
kreikkalaisessa tarustossa] ja väittää että hölmöistä silmistäsi
huolimatta olet Italian älykkäimpiä miehiä.

— No se on hyvä, huomautti Venetsialainen, jo senkin tähden, että


ratkaisun hetki, jolloin Girolamo Morone kiusaa Pescaraa, siirtyy
siten vähän myöhemmäksi. Minä näet haluaisin ensin hieman
juurruttaa tätä hetkeä yleiseen mielipiteeseen. Sopiiko minun
valmistautua tähän tehtävään, hyvät herrat?

Venetsialaisen äitelät kasvot saivat, mikäli enää voi hämärässä


eroittaa, tarmokkaan ilmeen ja hän puhui pontevasti: — Merkittävillä
sanoillaan kansleri meitä epäilemättä säikähytti, mutta ei oikeastaan
saattanut ihmetyksiin. Kun tuhoisa Pavian taistelu oli heittänyt koko
Italiamme avutonna keisarin jalkoihin, kaipasi yleinen mielipide
luonnollisesti rajoja uhkaavalle kaikkivallalle ja sai asiain pakosta
Liigan syntymään. Samalla tuumiskeltiin, minkä palkkion Pescara
saisi täydellisestä voitostaan ja yhden kuninkaan vangitsemisesta.
Ja kun keisari on maailman kuulu saituudestaan ja
kiittämättömyydestään, niin tehtiin kohta se johtopäätös, ettei hän
antaisi sotapäällikölleen mitään palkkiota ja että päällikkö varmaan
ottaisi itse korvauksen muualta. Nyt yhdistää yleinen mielipide nämä
kaksi asiaa: jo aavistetun, loistavan isänmaallisen liiton ja Pescaralle
mahdollisesti tulevan korvauksen. Hänen kavallustaan pidetään
tehtynä jo ennenkun hän sitä tekeekään. Nyt olisi soveliasta, että
tämä perusteltu, yleinen katsantokanta saisi taitavan käden kautta
vakuuttavan muodon ja että sujuva kieli tekisi sen koko Italialle
ymmärrettäväksi. Äskettäin ilmestyi joukkoomme kuleksiva kyky,
toivorikas nuorukainen, joka mahdollisesti vielä oleskelee
Venetsiassa. —

— Potku Aretinille! [Pietro Aretino, kuuluisa kirjailija,


häväistyskirjoituksistaan pelätty.] Hän sepitti minusta hävyttömän
pilkkakirjeen… — Jumalainen mies, hänpä lausui ken on Italian
ruhtinaista ensimäinen! huudahtivat yhtaikaa Guicciardin ja herttua.

— Näytäänpä tuo mies täälläkin tunnettavan arvonsa mukaan,


hymyili Nasi. — Hänen kirjeensä tunnetuille tai tekaistuille henkilöille
lentelevät satoina tuhansina lehtisinä ja ovat mahti, joka hallitsee
maailmaa. Lähetänpä hänelle paksun rahapussin ja te saatte
ihmetellä kylvöäni, joka yhtenä yönä nousee maasta kuin koreat
kärpässienet koko Italiassa: runoja, esitelmiä, kirjevaihtoa, potkivia ja
temmeltäviä, puettuja ja alastomia, uhkaavia ja houkuttelevia
kuvatuksia ja otuksia bakkantisessa piirihypyssä, kaikki kieppuen
Pescaran ja hänen petoksensa todennäköisyyden ja jalouden
ympärillä. Näin muodostuu voittamaton yleinen mielipide, joka riistää
Pescaran väkisin puolellemme ja — mikä on tärkeintä — tekee hänet
keisarin hovissa epäillyksi niin perinpohjin ja ratkaisevasti, että
hänen täytyy ruveta kavaltajaksi tahtoi tahi ei!

— Ei sitä sillä lailla! huusi kansleri pimeästä. Sotkette pelin. Italian


vapauttajan pitää saada tehdä päätöksensä vapaasti eikä pirullisten
juonien uhrina…
— No aina ne nyt on sinulla nuo moraaliset arvelusi! keskeytti
häntä Guicciardin. — Tietysti minuakin inhottaa sydämestäni tämä
hanke ja säälin auttamattomasti ansaan vedettyä! Mutta pakotan
itsessäni ihmisen vaikenemaan ja menettelen kuin valtiomies. Hänen
ylhäisyytensä juoni on epäilemättä kaikkein hävyttömin, mitä tänä
iltana on keksitty, mutta se on myös älykkäin ja vaikuttavin. Vasta nyt
käy asia Pescaralle vaaralliseksi ja hänen petoksensa mahdolliseksi.
Toimeen!

— Hän kuuntelee keskellämme! huusi herttua kimakasti ja kaikki


säikähtivät ja tuijottivat pelästyneinä kuten herttuakin. Kuu, joka oli
noussut taivaan rannalle kuten häikäisevä hopeakiekko, loi vinoja
säteitään kammioon ja välkehti kummallisesti shakinpelaajain
taululla. Victoria näytti katselevan suurin, vihastunein silmin kuin
aikoisi sanoa: Kuulitkos, Pescara! Miten hävytöntä! ja kysyi nyt kuin
tuskassa: Mitäs teet. Pescara? — Päällikkö oli kuolon kalpea ja
suunsopessaan piili hymy.
TOINEN LUKU

Avarassa, valoisassa akkunakomerossa yhdessä noista Vatikanin


ylevistä kamareista, joiden katto- ja seinämaalauksissa Raphael oli
ihannoinut ihmishengen voittoriemuja, istui piirteiltään ylevä ja
olemukseltaan kunnianarvoinen vanhus. Hän puheli hartaasti
ruskeapalmikkoiselle naiselle, joka oli hänen jalkainsa juuressa
kasvot häntä kohti käännettyinä ja joka, hempeä olento, oli yhtä
kaunis kuin nuo kuvat, joissa Urbinolainen oli ihaniksi naisiksi
ruumiillistuttanut lakitieteen ja jumaluusopin käsitteet. Ijäkäs,
köyryselkäinen paavi näytti väljässä, valkeassa viitassaan
matroonalta, joka lausuu nuorelle naiselle opetuksen viisaita sanoja.

Kauan ei Victoria vielä liene ehtinyt istua jakkarallaan, sillä pyhä


isä tiedusteli juuri hänen puolisonsa. Pescaran markiisin vointia. —
Eikö Pavian luona saatu kylkivamma tuota enää kipua? kysyi hän.

— Markiisi on ihan terve, vastasi Victoria viattomasti. — Haava


kylessä arpeutui ja samoin se pahempi haava otsassa. Hän tulee
käymään pyhän isän luona virkalomallaan, jonka keisari armollisesti
on hänelle luvannut ja joka suo meidän, onnen lasten, — hän lausui
tämän silmät riemusta loistaen — olla jälleen yhdessä meren
saarellamme. Mutta hän epäröi vielä lähteä lomalle, vähemmin
valtiollisten tapahtumain vuoksi, mitkä eivät ole entistään
rauhallisemmat eivätkä uhkaavammat — kirjoittaa hän — vaan siksi
ettei halua erota joukoistaan nyt juuri. Se murhanenkeli, — virkkoi
hän hymyillen — miettii näet paraikaa uutta, parannettua tuliasetta ja
uusia sotaliikkeitä ja haluaa niillä ensin kokeilla. Sentähden kutsui
hän minut leiriinsä Novaraan, vaikka aikoi ensin rientää tietämättäni
tänne Roomaan. Minä lähden matkaan huomenna, en ahtaassa
kantotuolissa, vaan tulisen turkkilaisratsuni satulassa. Ah, olisipa
minulla siivet! Kaipaan arpista miestäni, jonka kasvoja en ole nähnyt
sen kuuluisan taistelun jälkeen, joka teki hänen nimensä
kuolemattomaksi. Nyt kiiruhdin sydän riemua tulvillaan Teidän
pyhyytenne luo sanomaan jäähyväisiä: sillä sitä varten tulin tänne. —
Näin puhui Victoria sydän kuohuillen ja tulvehtien kuin roomalainen
lähde.

Hänen suorista sanoistaan arvasi pyhä isä, että Pescara piti


yleensä hommiaan yhtä tarkoin salassa kuin hän itsekin. Eroitus oli
vain siinä, että nuori Pescara lensi ratkaisevina hetkinä esiin kuin
salama ukonpilvestä, jota vastoin Clemens kätkeytyi hattaraansa
päätöskykyä vailla ja itselleen äkäillen, kun ukkomaisen
varovaisuutensa vuoksi päästi hyvän tilaisuuden käsistään. Toista
vertausta käyttääksemme; paavi teroitti piirrintään siksi kunnes sen
kärki liian hienona katkesi hänen harmikseen. Varovaisesti ja hiljaa
hapuillen punoi Clemens nyt juoniaan.

— Virkalomaako markiisi onkin pyytänyt? ihmetteli paavi. — Minä


luulin hänen tahtoneen eroa. Minulle kerrottiin, että Akilleys
vihoittelisi teltassaan.

— Siitä en minä tiedä enkä uskokaan, pyhä isä, vastasi Victoria ja


heilautti ylpeästi päätään. — Miksi eroa?
— Ei suinkaan minkään suloisen Briseiksen tähden, madonna,
vastasi Clemens harmissaan laskien kylmästi leikkiä, — vaan siksi
kun häntä peijattiin voitetun kuninkaan ja Soran ja Carpin tornien
jutussa.

Näillä sanoillaan vihjasi paavi kahteen tunnettuun tosiasiaan.


Neapelin varakuningas oli Pavian taistelussa ehättäytynyt ennen
Pescaraa riisumaan miekan Ranskan kuninkaalta ja riistämään
kunnian Pescaralta, jolle se kuului, viedäkseen nuo jalot saaliit
Espanjaan. Ja silloin oli keisari antanut Soran ja Carpin ahnaalle
Colonnalle, Victorian sukulaiselle, eikä suurelle sotapäällikölleen,
joka hänkin oli niitä toivonut.

Victoria punastui tietämättään. — Pyhä isä, teillä on puolisostani


halventavia ajatuksia. Luulette Pescaraa sangen pikkumaiseksi.
Siunatkaa minua, että saan lähteä ja nähdä, ettei Teidän Pescaranne
ole minun Pescarani. Kaipaan kovin tuon oikean Pescaran luo.

Hän nousi jakkaraltaan ja seisoi korkeana paavin edessä, mutta


pian hänen vartensa taas taipui ja hän kumartui nöyrästi rukoilemaan
siunausta. Silloin pyysi paavi häntä jälleen istumaan ja hän totteli.
Clemens ei tahtonut antaa luisua käsistään tätä tilaisuutta, jolloin voi
yllyttää Pescaraa petokseen hänen oman vaimonsa suloisen suun
kautta. Mutta paavi tajusi selvästi, ettei Colonnaan voinut vaikuttaa
mitään pelkillä vihjauksilla ja valmisteluilla: kaksimielisistä sanoista
Victoria joko loukkaantuisi tai ei viitsisi niitä edes ajatellakaan kun ei
niitä käsittäisi ja osaisi niille antaa mitään arvoa. Paavin täytyisi nyt
näyttää Victorialle asian todellinen ja toteutumiseen pyrkivä luonne
alastomana ja selvin piirtein, että tämä ottaisi sen edes kuuleviin
korviinsa. Moiseen menettelyyn oli Clemens tottumaton ja hän
huokasi raskaasti.
Silloin keksi hän kylläkin henkevän ja älykkään lähtökohdan.
Laskien sinettisormuksella koristetun kätensä kirjalle, joka oli sidottu
sinisiin samettikansiin ja kullattuihin heloihin, kysyi hän Victorialta
huolettomalla äänellä:

— Sepitätkö, tyttäreni, nykyään jälleen jotain uutta runoelmaa?


Olen tosiaan sinun runoutesi ihailija, sillä se käsittelee hyviä ja pyhiä
asioita. Rakastan sitä etenkin silloin, kun se tekee moraalisia
kysymyksiä ja vastaa niihin. Mutta vaikeinta siveellistä arvoitusta et
ole vielä käsitellyt ainoassakaan sonetissasi. Tiedätkö, Victoria
Colonna, mitä tarkoitan?

Victoria ei ihmetellyt tätä pyhän isän äkillistä päähänpistoa, sillä


puheena oli nyt hänen oma toimialansa ja tekiväthän sekä oppineet
että maallikot hänelle varsin usein samantapaisia kysymyksiä hänen
jo ihaillun nimensä vuoksi. Victoria oikaisi taistelunhaluisesti
solakkaa vartaloaan ja silmänsä alkoivat säteillä. — Suurin
siveellinen ristiriita, sanoi hän empimättä, syntyy kun kaksi korkeinta
velvollisuutta törmää yhteen.

Nyt pääsi pyhä isä väljemmille vesille. — Niin on, vahvisti hän
jumaluusoppineen vakavuudella. — Se tahtoo sanoa: kaksi näöltään
korkeinta, sillä toinen niistä aina on korkeampi, muuten ei olisi
siveellistä maailmanjärjestystä. Ja minä rukoilen jumalaa ja hänen
pyhimyksiään auttamaan ja opettamaan sinua, ettäs ymmärtäisit
tämän velvollisuuksista ylemmän ja ettäs halvemman hyljäisit sinä ja
sinun miehesi, sillä katso: pian on tämä suuri ja raskas ristiriita
teidän ratkaistavaksenne lankeeva.

Victoria kalpeni kun tuo akademinen kysymys näin yhtäkkiä iski


suoraan hänen elämäänsä. Mutta pyhä isä jatkoi juhlallisesti: —
Kuuntele minua, tyttäreni! Kaikki mitä nyt sinulle puhun, on myös
markiisille puhuttu oleva, sillä sinun kauttasi kulkevat sanani hänelle.
Kuule siis: pyhä istuin eroaa pian keisarista ja nousee häntä
vastaan. Toimintani tässä perustuu ruhtinaan ja kirkon paimenen
velvollisuuksiin. Ruhtinaan: koska nyt on Italian kohtalon ratkaiseva
hetki. Ellemme siitä ota vaaria, joudumme me kaikki Italian ruhtinaat
ikipäiviksi Espanjan ikeen alle. Mitä arvelletkaan, niin väittävät kaikki
asiaa ymmärtävät. Mutta myös korkeimman paimenen
velvollisuuksiin: jos tuossa arvoituksen kaltaisessa nuorukaisessa,
joka yhdistää veressään kansoja ja päässään kruunuja, herää vanha
keisariajatus, niin on koko pyhäin edeltäjäin! kärsimyksellinen työ
hukkaan mennyttä ja uusi valtiotaito kahlehtii kirkon pahemmin ja
nöyryyttää syvemmin kuin aikoinaan nuo tarumaiset germanilaiset
hirviöt, Hohenstaufit ja Salalaiset. Niin on asia. Ymmärrätkö nyt,
mikä Italian täyttää kauhulla ja toivolla?

— Markiisi ei taida uskoa tätä, virkkoi Victoria yhtäkkiä punastuen.



Pyhä isä hymyili. — Hänen pyhyytensä suvaitkoon muistaa, —
hymyili
Victoriakin, että olen Colonnain sukua ja siis gibellini.

— Olet Rooman lapsi ja kristitty, tyttäreni, oikaisi Clemens.

Syntyi hetken hiljaisuus. Vihdoin kysyi Victoria: — Entä Pescara?

— Pescara, vastasi paavi hiljemmin, on paremminkin minun kuin


keisarin alamainen. Sillä hän on neapelilainen ja minä olen Neapelin
lääninherra. Älä usko, Victoria, että puhun nyt leikkiä. Miten voisin
sitä tehdä kun olen maailman omatunto? Totisesti sanon sinulle:
usein olen minä unettomina öinä ja huolekkaina aamupuhteina
tutkinut oikeuksiani Pescaraan. Ja kun olen epäillyt omaa valtiollista
ymmärtämystäni, olen turvautunut Italian kahteen suurimpaan
lainoppineeseen, Accoltiin ja… hm… erääseen toiseen…

Viisaasti kyllä jätti hän viimeisen nimen virkkamatta, kun onneksi


muisti, että tuo toinen lainoppinut, Cervian piispa, oli mitä
hävyttömimmän lahjuksien rakastajan pahassa huudossa. —
Molemmat, jatkoi Clemens naputellen sormuksellaan sinisen kirjan
kanteen, ovat yhtä mieltä siitä, että Pescara ankarimman oikeuden
mukaan on paljon enemmän minun kuin keisarin mies ja he ovat
huomauttaneet, että minulla nyt, kun keisarista tulee vastustajani, on
valta paavina päästää markiisi siitä valasta, jolla hän on sitoutunut
pyhän istuimen viholliseen.

Paavi nousi hiljaa ylös. — Ja sen minä teenkin! lausui hän


papillisesti: — Minä vapautan Ferdinand Avalosin keisarin
alamaisuudesta ja uskollisuuslupauksestaan. Minä nimitän Pescaran
markiisin kirkon gonfalonieriksi ja sen liigan sotapäälliköksi, joka
pyhäksi kutsutaan, koska sen johtajana on jälkeläisensä muodossa
itse Kristus. — Paavi vaikeni hetkiseksi.

Ja nyt kohotti hän molemmat kätensä samaan korkeuteen kuten


pitäen Colonnan pään päällä kruunua ja Victoria vaipui
hämmästyneenä polvilleen. Selkeällä äänellä lausui paavi: —
Palkiten jo etukäteen gonfalonierini ansiot minua ja kirkkoani
kohtaan, kruunaan minä Ferdinand Avalosin, Pescaran markiisin
Neapelin kuninkaaksi! — Nuori kuningatar vapisi ilosta. Hän arveli
ansaitsevansa kruunun. Sanatonna, hehkuvin poskin otti hän
vastaan siunauksen. Sitten nousi hän ylös ja lähti huoneesta
tasaisin, kiirein askelin kuten haluten hetipaikalla viedä kruunun
arvossa korotetulle puolisolleen.
Itsekin kiihtyneenä seurasi pyhä isä häntä sitä kyytiä että
tohvelinsa olivat pudota. Kynnyksellä saavutti hän Victorian Ja tahtoi
antaa hänelle sen sinisamettisen kirjan. — Markiisille, sanoi hän.

Silloin huomasi Clemens Victorian takana Guicciardinin ja


Moronen, jotka olivat ehkä hetken siellä kuunnelleet. Kanslerista oli
Victoria noine riemun hehkua säteileville silmineen sellainen ilme,
että hän joutui tuiki ymmälle. Nopeasti hän sentään tointui
hämmästyksestään ja alkoi anella paavilta: — Esittäkää, Teidän
pyhyytenne, minut epäpyhä tuolle jumalaiselle Victorialle! — jonka
jälkeen Clemens napautti häntä hieman olalle ja esitteli hänet
sanoilla: — Milanon kansleri, maailman lapsi, jonka päälle pyhää
henkeä aletaan vuodattaa! — Sitten kuiskasi hän Victorian korvaan:
Morone, Buffone [Pikku narri].

Victoria katosi onnensa huumauksessa ja paaville jäi tuo sininen


kirja käteen, sillä hän oli vielä aivan kuin juovuksissa siitä rohkeasta,
vertauskuvallisesta teosta, johon kauniin naisen näkeminen oli
saanut hänet ryhtymään. Nyt tunsi hän sentään kuin olisi kadottanut
tasapainonsa. Viittauksella kielsi hän Florensilaiselta ja
Lombardilaiselta vierailun ja pujahti jälleen raphaelilaiseen
kammioonsa.

Nuo kaksi, joita ei otettu vastaan, tuijottivat hetken ällistyneinä


toisiinsa, sitten tarttui Guicciardin nauraen kanslerin käsivarteen ja
veti hänet muassaan hienoja portaita myöten alas Vatikanin
puistoihin, joiden lehtikujain siimestä he eivät kaivanneet, sillä
taivaan peittivät mustat pilvet.

— Oikeastaan, alkoi Guicciardin, pidän minä tuosta ukosta. Vaikka


hän punookin juoniaan niin hienosti ja sovittelee sanojaan kovin
harkitusti, on hän kuitenkin pohjaltaan samainen intohimojen pätsi ja

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